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Carbon for modern Rust servers
Fast, self-updating, and built for performance with seamless in-game plugin and server management.
1,800+ servers powered by Carbon
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
$18.99
NPC traders & shops Build a trader where you stand — the whole shop, in-game Walk to a spot, type one command, and a named NPC vendor is standing there wearing your outfit. Everything after that — every lot, price, skin, stock counter and wipe limit — is edited by looking at him and clicking. No JSON, no reloads, no restart. Pin him to a monument and he finds the same corner on every new map. 17 Fields per lot 3 Economy plugins supported 99 Lots per single purchase 1 Required dependency — zero on Carbon ✓The whole shop is built in-game — add, reorder, copy and delete lots by clicking ✓Traders pinned to monuments — the same vendor at the same spot after every wipe ✓Stock that refills on a timer — and survives a restart at the count it was on ✓Traders that react to players — gestures and voice lines on approach, purchase and idle ✓Sell items, currency or commands — kits and ranks are just another lot ✓On the map like a vending machine — players see the vendor and what he sells Video See it in action 01 — The trader A vendor that belongs to your map Not a wooden box with a UI on it — a standing NPC with a name, an outfit and a place in the world. Spawned where you stand, dressed like you One command drops a trader at your feet, facing where you face, wearing a copy of your clothes and holding whatever is in your hands. Change your own outfit later and one button re-copies it onto him — another button hands the set back to you. Pinned to a monument, not to coordinates Spawn him inside Bandit Camp, Outpost or any monument and his position is stored relative to it. Next wipe, on a completely different map, he stands in exactly the same corner of that monument — no repositioning, no re-spawning. Visible on the map, with his stock Toggle the vending marker and the trader shows up on the map under his display name, with his item-for-item lots listed on the map screen — exactly like a vending machine, so players know where to go and what for. Locked to a group, if you want Give a trader a permission and only that group can open him — with your own refusal message instead of the default one. A VIP-only black market is one field. Bulletproof, literally Traders can't be shot, damaged, targeted by NPCs or destroyed, and they aren't written into the map save — so they never duplicate, never leave corpses and never end up as debris in your save file. 02 — Gestures and voice A trader who notices you He waves when you walk up, thanks you for a purchase and shrugs when your pockets are empty — with his own voice, if you give him one. Greets a player who comes closer Set a radius in meters and the trader reacts the moment somebody steps inside it — once per approach, not once per second. Walk away and come back and he greets you again. A reaction for every moment of the trade Walking up, opening the shop, buying a lot, coming up short on resources, closing the menu, and an idle line every N seconds while nobody is around. Each one carries a gesture, a voice line, or both. Random variants, weighted the way you want Every reaction holds a list of variants and one is picked by weight, so the same trader never greets two players in exactly the same way. Set a weight to zero to park a variant without deleting it. Voice lines are your own .ogg files Drop the files into oxide/data/NPCShop/sounds and write the file name in the config. Cut a long file where the phrase ends with a playback duration, and set the volume per trader. The speaker itself is invisible — players hear a voice coming from the vendor, not from a boombox at his feet. Heard by everyone, or by one player only A voice line can be global, so everybody around the trader hears it, or personal — delivered to the player who triggered it and to nobody else. Handy for greetings on a crowded Outpost. Every gesture the game has Wave, thumbs up, shrug, point, the dances — the npcshop.gestures console command prints the exact list your Rust build accepts, and an unknown name is reported at load instead of failing silently. 03 — Lots and pricing Any price for anything A lot is three item slots — what's sold, what it costs, and an optional second cost. Each slot can be a real item, a skinned item, or your server currency. Two-item prices Charge 500 metal and 20 scrap for one lot. Turn the second slot off with a single value when you don't need it. Currency in either direction Flip a slot to money and the lot is priced in ServerRewards, Economics or IQEconomic. Flip the sale slot to money instead and the trader buys from players — a scrap-to-cash buyback counter, same editor, no second plugin. Skins, custom names, custom icons Every slot takes a skin ID, so a skinned item is a different product with a different price. Override the display name, point the icon at any image URL, and attach a description of up to 2500 characters that players open with an info button. Buy in bulk without spam-clicking A per-lot multiplier from 1 to 99 with plus, minus and a typed field. It clamps itself to what the player can actually afford, what's left in stock and what their wipe limit allows, so the number on screen is always a purchase that will go through. Oversized results are split into proper stacks. Permission discounts Map any permission to a percentage. Discounted players see an OFF badge on the price and pay less on both price slots; stacked groups resolve to the single best discount. Copy a lot, or a whole shop Copy one lot or every lot at once, walk to another trader and paste. Reorder with arrows, delete with one click, and hit preview to see the shop exactly as a player will before you close it. 04 — Stock and limits Scarcity you can schedule An unlimited shop is a vending machine with extra steps. Two independent systems keep a trader from flooding your wipe. Stock that ticks back up Per lot: a maximum stock, a refill interval in seconds and how much comes back each interval. Sell out and the button turns grey with OUT OF STOCK until it recovers. Ten rockets an hour, and the first player there gets them. Per-player wipe limits A separate cap on how many of a lot each player may buy for the whole wipe, counted per skin. One VIP kit per person per wipe, enforced without a second plugin and reset automatically on the next map. Counts survive a reboot Remaining stock, refill timers and everyone's wipe counters are written on every server save and on unload. A restart doesn't hand out a fresh batch of rockets. 05 — Beyond items Sell anything a command can do Kits, ranks, teleports, cars, raid bases — if another plugin exposes a command, it's a lot. Run it now, or wrap it as a gift Put a command on a lot and choose: fire it the moment the purchase clears, or hand the player a wrapped present they can save, carry and unwrap whenever they want — the command runs on unwrap. Give it a name and an icon and it looks like a real product in their inventory. %steamid% is substituted for you. A command on the trader himself Fire a command every time a player opens a given trader — a greeting in chat, a quest check, a log line. Also keyed by Steam ID. Item search that finds things The item picker searches display names and shortnames as you type and shows icons, so filling a shop doesn't mean keeping a shortname list open on your second monitor. Reliability Built to be left alone ✓Oxide and Carbon — on Carbon the built-in image database is used and no extra plugin is needed at all ✓Nothing is written into the map save — traders are recreated from config on boot, so they can't duplicate or survive as junk entities ✓Clean unload — every trader is removed, open interfaces are closed for all players and stock is saved first ✓One editor at a time — while an admin has a shop open it's locked for everyone else, so two people can't overwrite each other's lots ✓A missing monument disables its trader with a console warning instead of dropping him into the ocean ✓Optional 1-second buy cooldown against double-clicks and click macros Commands Three admin commands, none for players All three require the npcshop.admin permission. Players never type anything — they walk up to the trader and press use. Command names are configurable. /settraderSpawn a trader at your position, in your clothes /remtraderLook at a trader and delete him /newtraderposLook at a trader to select him, walk to the new spot, then /newtraderpos update. cancel aborts, and /newtraderpos <display name> moves a trader by name from anywhere npcshop.adminSpawn, edit, move and remove traders npcshop.vip15% discount by default — rename it, change the number, or add as many discount tiers as you like Hooks & API For plugin developers void OnNPCShopItemBuy(BasePlayer player, Item saleItem, Item priceItem, Item additionalPriceItem) Fired after a successful item-for-item purchase, with the final amounts already multiplied and discounted. additionalPriceItem is null when the lot has no second price. Currency purchases don't raise it — track those through your economy plugin. Questions Before you buy What do I need installed?On Oxide, ImageLibrary — it's free and the plugin tells you in console if it's missing. On Carbon, nothing. MonumentFinder is optional and only needed for monument-pinned traders. An economy plugin (ServerRewards, Economics or IQEconomic) is optional and only needed for money prices; the right one is detected automatically. Do my traders survive a wipe?Yes. Traders, lots and prices live in the config, so they come back on the new map. Monument-pinned ones land in the right place automatically; free-standing ones keep their world coordinates and may need one /newtraderpos if the terrain changed. Stock counters and per-player wipe limits reset on a new map, which is the point of them. Can players sell things to the trader?Yes, in both forms. Item-for-item barter is what a lot does by default, and setting the sale slot to money turns the lot into a buyback: the player hands over items and gets currency. Can I sell a kit, a rank or a teleport?Anything that has a command. Either it runs immediately on purchase, or the player receives a named, custom-iconed present that runs it when unwrapped — which also makes the purchase tradeable between players. How many traders and lots can I have?No limit on either. The shop interface scrolls, and lots are reordered with arrow buttons. Why don't all my lots show on the map marker?The marker is a real vending-machine listing, and Rust's own format can only express one item for one item. Lots priced in currency, or with a second price item, are hidden from the marker — they work normally in the shop itself. Can I run different shops for different groups?Yes. Each trader takes its own permission and its own refusal message, so a VIP trader can stand next to the public one and simply refuse everyone else. Do I ever have to edit the config file?Only for server-wide settings: discount tiers, the currency icon, the buy cooldown, and a trader's access permission or greeting command. Everything about the goods themselves — lots, prices, skins, names, icons, stock, limits, descriptions — is done in-game.
5.0
sale
$34.99 $29.99
HexFront is territory control for Rust. The map is split into hex regions that clans, teams and solo players capture, hold and lose. Every region has a bastion: repair its console to claim the land, grow from your border, earn from your regions and defend them in sieges. Territories are drawn on the normal in-game map, so players need no client mods.   THE MAP IS THE GAME Every colour on the map is someone's land. One look tells you who owns what, where the borders run and where you can grow next. • Each colour is a clan, team or solo player • Borders show where the fights will be • Free land is open to claim ON THE MAP YOU ALREADY USE • Open the Rust map with G, as always • Keep zoom, pan and teammate markers • Toggle territories with one button next to the other map buttons Right-click a region to see its owner, level and siege status. Works on procedural and custom maps; regions are calculated automatically on the first start. A BASTION IN EVERY REGION Land regions get a Land Bastion, monument regions get a Monument Bastion. Whoever holds the bastion console holds the land, and the bastion flies the owner's banner so everyone can see who it belongs to. CAPTURE UNOWNED REGIONS: A HAMMER, NOT A RAID Every unowned region has a broken, sparking console. Bring the parts and repair it with a hammer; each hit consumes repair materials. At 100% the region is yours, or your team's, or your clan's. Then pick your banner colour, upgrade the region and hire guards. Monument bastions cost twice as much to capture. Regions that already have an owner are taken by siege (see below). GROW FROM YOUR BORDER Your first region can be anywhere. After that you can only claim land next to what you already hold, so every clan grows outward and sooner or later meets a neighbour. That border is where the fights start. SIEGE Want your neighbour's land? Sit at their console and start a siege. You can only siege a region that borders your territory. Pay the price. Scrap and electronics, more for higher-level regions and double for monuments. Breach. Your crew hacks the security system for 5 minutes while the owners' guards come out to meet you. Then the gate opens by itself, the siren goes off and the sparks fly. Take the console. Blow it up (only explosives count), then install your own system with a hammer. Hold the zone. The assault lasts 30 minutes. If no attacker is in the zone for 3 minutes, the siege fails. Win and the bastion, its level and everything in its locker are yours. Lose and the owners keep it. Either way the region gets immunity for a few hours. Admins can limit sieges to set hours and protect offline owners (block sieges or extend preparation). All timings above are defaults and can be changed in the config. LAND THAT PAYS Owning a region is not just a colour on the map. • Levels 1 to 3. Upgrading raises the gather bonus, the upkeep discount for owners and the tax on foreign cupboards. • Tax. Someone else's tool cupboard on your land pays extra upkeep, and the difference goes to your bastion locker. • Monument income. Monument regions drop scrap, fragments or HQM into the locker every hour. • Guards. Hire up to 3 levels of NPC guards at the console. They wait inside the bastion, come out only for a siege and are paid from the locker. Requires NpcSpawn. Only owners can open the locker. If a region is taken by siege, the locker goes to the winners. FOR ADMINS • Drop-in: install, load, and the plugin surveys the map and places bastions by itself • Every price, timer and bonus is in the config • /hex give, /hex free, /hex point, /hex rebuild, /hex clear for manual control • Discord webhook notifications when a siege starts and ends REQUIREMENTS • Required: CopyPaste 4.3.1 or newer • Optional: NpcSpawn (guards), Clans (native Rust clans or Clans 2.x) • Works on Oxide and Carbon  
0.0
$25.49
Basements lets players build underground rooms beneath their bases. Place a hatch on your foundation and dig straight down into a hidden basement with walls, ceilings, and full building privileges. Great for stashing loot, setting up secret bunkers, or just adding extra space. Readme Link - Click Here for Instruction and Documentation 👆Highly recommend reading the FAQ section! BUILD Build basements easily from your tool cupboard. Just place an entrance to get started.  EXPAND Expand your basement by drilling underground. But don't forget to bring a headlamp - its dark down there! TRAVERSE Place multiple entryways, building out your labyrinth of tunnels beneath your base.  DECORATE All deployables, electricity, and storage items can be placed in your basement. Take advantage of your new space! RAID Nothing is safe in Rust, including your basement. If all the entrances are destroyed, then the basement is too. Any loot below will float to the surface. Protect the entrance at all costs! API METHODS (For Plugin Developers) // Returns true if the given entityId is part of a basement. bool IsBasementEntity(ulong entityId) // Returns the building ids of the basements connected to a given surface building id. uint[] GetBasementBuildingIds(uint surfaceBuildingId) // Returns the building ids of the surface buildings connected to a given basement building id. uint[] GetSurfaceBuildingIds(uint basementBuildingId) Extension Plugins These are free plugins that add additional functionality to Basements. BasementsManager Provides a UI for admins to view and manage the basements on the server. Useful for debugging & fixing issues. Use with the /bm command, requires the basements.admin permission to use. BasementsManager.cs
4.9
sale
$25.00 $21.25
Explore Enclave a 4000 sized landmass custom peninsula connected by bridges and railways system both above and below ground build on offshore custom islands or in the trees in vast forests of the map all while exploring the custom monuments along with procedurally rust generated ones!    
0.0
Launch your server with a map that has it all. 4500 size with a unique Sunken City, 8 custom bunkers, and ready-made BetterNPC configs. Perfect for players who love underwater exploration and smooth FPS. FEATURES Save Setup Time: The BetterNPC config is already done. Bots are placed at all points of interest. Just upload and play. Unique Underwater Experience: Explore the custom Sunken City and underwater caves (marked "O" on the map). Perfect for players who love underwater farming and hidden loot. Smooth Gameplay (High FPS): Monuments are spread out evenly to reduce lag for your players. No more FPS drops during big fights. Great for Builders: Over 28% of the land is buildable. You get custom build zones marked with "X" on the map, plus secret spots in the subway marked with "XU". Easy Travel & Boats: Bridges are designed for easy tugboat access, and the custom road junctions make driving smooth. Rivers inside the island work like regular game rivers for farmers. Explore & Fight: 8 custom Bunkers, Nuclear Cargo, and a Command Post give your players plenty of places to explore, loot, and fight over. MAP DETAILS Size: 4500 Prefabs: ~74,000 Custom Monuments: Sunken City, Nuclear Cargo, Command Post, Bunkers (x8), Underwater Caves, Sunken Containers, and more. Vanilla Monuments: All standard monuments included (Launch Site, Military Tunnels, Airfield, Oil Rigs, etc.). My Discord: shemov A password is attached to the map.  You can edit it.
5.0
$27.00
🗺️ Frightful BIKINI WEENY • high-performance 2K map • 11,000 prefabs An idea entry-level map into my 2K battle map range. Bikini Weeny is a compact, high-intensity area where roadside monuments ring the road and rail loops, connecting key points of interest. Quiet shorelines and rugged mountains open up a variety of building spots, while freshwater lakes, dense forests, rich ore veins and freezing mountain paths give players plenty to explore. This is part of the same island chain as the infamous Bwana Dik map, BIKINI WEENY brings the same chaotic energy in a tighter, more aggressive package. Bikini Weeny, where the air is clean, the people are friendly and everyone is in love. Custom monument the 'Deep Salt Mine' is a deadly high-risk blue/red card facility buried deep in the mountains. It’s designed to frustrate, incinerate, and thoroughly ruin your players’ day. Will they make it out with the loot… or just rage-quit after losing everything? Only time (and poor decision-making) will tell. ⚠ 100% FULLY TESTED on live humans Network of fast level roads for rapid vehicle travel. Handy zip-tower network to glide back to your body. 4 central established safe zones near the zipline network. Road & railways support Convoy & ArmoredTrain mods. Numerous buildable islands — for ocean bases to bridge to. ⚠ Required dependencies: Umod/Oxide and Rustedit DLL. Any problems? Please advise. -- Nomad 🌴LOST in RUST https://discord.gg/THf6dGN8eW
0.0
$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. Any problems? Please advise. -- Nomad LOST in RUST https://discord.gg/THf6dGN8eW "Bwana Dik. A nice place to die, but you wouldn't want to live there."
5.0
Welcome to Wallpaper Planner Plus — a lightweight, fast, and user-friendly extension for Rust that enhances the default wallpaper tool with a powerful custom skin selector, favourites, flexible sets, permissions, advanced admin management tools, and ongoing content updates. As part of the Plus version, I will add new custom wallpapers every month for at least one year, giving your server a growing collection of fresh designs and more variety over time. 📐 Features 🔳 Custom UI: Access a sleek, in-game wallpaper selector while holding the wallpaper tool. The plugin automatically handles Walls, Floors, and Ceilings, making it quick and easy to find and apply the wallpaper you want. 🎨 Wallpaper Sets: Create custom sets by combining Walls, Floors, and Ceilings into complete themes or flexible collections. Wallpaper Planner Plus supports two types of sets: Presets: A Preset contains exactly 1 Wall, 1 Floor, and 1 Ceiling. Equipping the Preset assigns all three items to the wallpaper tool at once, making it ideal for complete, ready-to-use themes. Collections: A Collection contains an open mix of wallpaper items. You can add multiple Walls, Floors, or Ceilings, create partial sets, or use any custom combination you want. Collections are ideal for grouping related wallpapers without requiring one item from every category. Players can browse available Presets and Collections directly from the wallpaper UI and equip them quickly while using the wallpaper tool. ⭐ Favorites System: Mark your favorite wallpapers and quickly switch between viewing all available skins or only your favorites. 🆕 Monthly Skin Updates: Plus includes ongoing content updates with new custom wallpapers added every month for at least one year. These monthly additions will expand the available collection with fresh designs for Walls, Floors, and Ceilings, giving players new options to discover and use throughout the year. New skins can be organized into Presets and Collections, assigned to permission groups, and managed through the built-in admin tools. 🔐 Advanced Permission System: Control exactly which wallpapers players can access. Create custom permission groups and assign specific Wall, Floor, and Ceiling skins to each permission. Players automatically see the skins they have permission to use, while restricted skins remain hidden from the UI. This allows you to create anything from supporter rewards to staff-only, event, or special-access wallpaper collections. 🛠️ Admin Editors: Admins can manage your wallpaper library directly through the in-game UI. Add new custom skins Edit existing skins Rename wallpapers Delete wallpapers Create and manage Presets and Collections Create and manage permission groups Assign specific skins to permissions Organise Walls, Floors, and Ceilings No need to manually edit configuration files for everyday skin, set, and permission management. 🌐 Workshop & Custom Skins: Use your own custom Workshop skins alongside the included wallpaper collection, giving your server complete control over the wallpapers available to players. 🎨 100% Custom The included custom wallpapers are created specifically for use with Wallpaper Planners. The plugin can also display official Rust/DLC wallpapers that the player actually owns, automatically filtering them based on their available ownership. 📦 Built for Server Owners Wallpaper Planner Plus gives server owners much more control over their wallpaper system while keeping the experience simple for players. Create your own wallpaper library, organize skins into Presets and Collections, control access with permissions, and let players quickly find the wallpapers they want. With the Plus version, your wallpaper library will continue to grow through monthly skin updates for at least one year. 🔐 Permissions wallpaperplannerplus.use — Grants access to the Wallpaper Planner UI. wallpaperplannerplus.outside — Allows wallpapers to be used outside a player's base. wallpaperplannerplus.admin — Enables the advanced admin tools for managing skins, Sets, and permissions. Custom permissions can also be created and linked to specific wallpapers Like VIP etc etc. 💬 Chat Commands /wallpaperplanner — Opens the custom wallpaper menu while holding the wallpaper tool. You can also configure a custom keybind to open the UI instead. Example: Bind to H Open the Rust console with F1 and enter: bind H "chat.say /wallpaperplanner" ⚡ Wallpaper Planner Plus A complete custom wallpaper management system for Rust — fast, simple for players, powerful for admins, and continuously expanding with new skins every month for at least one year. List of input keys to use in config that rust accepts. BACKWARD LEFT RIGHT JUMP DUCK SPRINT USE FIRE_PRIMARY FIRE_SECONDARY RELOAD FIRE_THIRD DISABLED  DISABLE Input Key: Server owners can now disable the UI keybind system entirely. In the config, set: "UI input key": "DISABLED" This prevents the menu from opening with FIRE_THIRD, allowing admins to enforce custom binds (e.g. /wallpaperplanner only).
0.0
$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.
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A cool, simple plugin. Now you don’t have to go through the hassle of finding a coder to create tools—and besides, coders usually don’t make skins anyway; they just grab them from the Workshop.
I’ve tried out this plugin, and I can say that it works great. The icons load quite quickly. The images are really beautiful! Plus, most of the items have been replaced.
Great plugin. 100% recommended! The developers always respond quickly and are ready to help with any question! Thank you for your work! I’m looking forward to even more new ideas!
Clean and modern UI. By far the best looking kits plugin publicly available. Developer is very responsive and is open to feedback/suggestions. Easy to recommend any of their products.
Simply my best plugin to increase stress and surprising my players in Bikini Island. It's really a must have in your fu..g collection buddies )) ❤️ Razor is a real reference, thank you for that awsome work bruh 🙂 MARKUS
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.

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