Jump to content
Community collections
Collections curated by the community
Explore curated groups of files assembled by the community to help you discover tools and resources that work well together.
View Collections
sale
$20.00 $18.00
A roaming ocean boss for Rust that hunts occupied boats, pursues submarines, and attacks swimmers. The Water Dragon dives beneath the surface and rises to fire cannonballs at tugboats, player boats and their crews. It can swim under RHIBs and rowboats to flip them, then circle back for anyone thrown into the water. Go deeper in a submarine and it can follow you with torpedoes. Bring it down and its scrap-metal body explodes across the water. Recover floating loot from the wreckage or dive for the optional locked crate on the seafloor. Run the Event Your Way Choose its territory. Send the Dragon along the Cargo Ship route or let it roam within a set radius around a random offshore spawn. Tune the encounter. Adjust spawn and respawn timers, boss health, attack damage, and loot through the in-game admin UI. Track the fight. Players can locate the Dragon on the map and see its health bar when they damage it. Customize the rewards. Use vanilla loot or integrate with AlphaLoot or Loottable. Commands and Permission Command or permission What it does /waterdragon Opens the in-game admin UI. waterdragon.target <player name or Steam ID> Spawns a Dragon to hunt the specified player. Works from the server console or RCON. waterdragon.use Grants access to the admin UI.
5.0
Allows both PVE and PVP players to exist on a server at the same time. PVE players will have certain configurable protections and restrictions. You can have players use a command to flag themselves as PVP/PVE or you can assign it to them when they first spawn. If you have ZoneManager you can also designate specific zones to force player's to be PVE or PVP. Plugin is also compatible with SimpleStatus. Note: Video is outdated, see documentation for a full list of new features! Documentation: A full readme including permissions, commands, and config options is available in this wiki site. Disclaimer: Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase! Developer API: API Methods // Returns the mode of the given entity. Also takes into account if the entity is in a forced mode zone. string GetEntityMode(BaseEntity entity); // Returns the group name for the given mode. For example if given 'pve' will return 'warmodepve' string GetModeGroup(string modeId); // Returns the target type for a given entity. Target types are the category that an entity falls into. // For example, if given a BasePlayer entity, it will return 'players'. If given a horse entity is will // return 'horses'. string GetEntityTargetType(BaseEntity entity); Hooks - place these in your plugin and WarMode will call them. // Called when a player's mode has been updated or config changes have ocurred that may affect the mode. private void WarMode_PlayerModeUpdated(string userid, string modeId) // Used to override WarMode logic for taking damage. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTakeDamage(BaseCombatEntity target, HitInfo info) // Used to override WarMode logic for targeting. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityBeTargeted(BasePlayer target, BaseEntity attacker, bool skipVendingCheck) // Used to override WarMode logic for triggering a trap. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTrapTrigger(BaseTrap trap, BasePlayer basePlayer) // Used to override WarMode logic for looting an entity. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityLoot(BasePlayer looter, BaseEntity target, bool skipVendingCheck) FREE Extension Plugins: All extension plugins are optional, and included in the downloadable zip that WarMode comes in.   War Mode Admin Panel Use the /warmode.config or /wmc command to open a panel that allows admins to update mode rules in game without having to reload the pluign. Requires the warmode.admin permission to use. I HIGHLY recommend you use this extension! War Mode Spawn UI Provides a UI that is shown to players when they first spawn that prompts them to choose whether they want to be PVP or PVE.   Also supports custom modes. Localization and config options available. This can also be configured to appear when players use the /flag command.   War Mode Rules UI Using the /rules command (which is configurable) players can see a list of what restrictions they have for their current mode. These ruling will update dynamically based on your config settings.   War Mode Badges Customizable UI elements that will appear on the player's HUD to indicate what their current mode is.  
4.8
$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
$14.99
Team HUD  ·  Rust  ·  Oxide Rust tells you who your teammates are, and nothing about what is happening to them BetterTeams puts a live panel on screen with every mate's health, state, held weapon and grid square. It adds a team-only voice channel that ignores distance, a map ping on one key, and automatic authorization on every cupboard, lock, turret and SAM site your team builds. Every part is a config switch, and every player decides what they use. See it What it looks like on the server       How it goes From dropping the file in to the night the server dies MINUTE ONE Nothing to set up The panel is already there Drop the file in and anyone who is in a team sees their mates on screen. Where it sits, how large it is and how many rows before it starts a second column are config values. Everything else is each player's own choice. Health as a bar, not a number. It slides toward red as they lose health, and it redraws the moment their health actually changes rather than on a timer. State takes over when it matters. WOUNDED, DEAD and OFFLINE replace the bar on that row, so a mate who is down is unmistakable without reading anything. What they are holding. The active item's icon, with its skin, sits at the end of every row and follows each weapon swap. Grid square, on your own refresh rate. Five seconds by default. A player who would rather not broadcast theirs switches it off for themselves. The leader keeps a star. One glance tells you who can change the team's settings, and offline mates stay listed instead of vanishing. IN A FIGHT Nobody types grids Talk across the map, ping what you are looking at Team voice replaces the vanilla proximity channel for the players who switch it on. Distance stops mattering, nobody outside the team hears it, and a speaker icon lights up on the row of whoever is talking. bind h ftmark Voice at any range, team only. Off per player until they enable it, so nobody has their voice chat changed without asking for it. One key, no binoculars. Bind the command once and the ping lands wherever you are aiming, up to fifty metres by default. The ping knows what it hit. An enemy player, an ore node, a storage box and a dropped gun each get their own marker icon and colour. Anything else drops a plain point. On a cooldown you set. Ten seconds by default, and the time left comes back as a game tip instead of the key doing nothing. SOMEONE JOINS One shared list Authorized everywhere, in one pass The moment an invite is accepted that player is added to every cupboard, code lock, turret and SAM site the rest of the team owns, and everyone else is added to theirs. Leaving or being kicked takes all of it back in the same pass. Five places, five switches. Tool cupboards, code locks, key locks, auto turrets and SAM sites, each turned on or off for the whole server. Key locks without the key. A teammate opens a key-locked door because they are on the team, not because you handed them anything. SAM sites check who is aboard. A teammate's SAM holds fire on a helicopter with an authorized member in a seat, instead of shooting down your own minicopter. Bases that already exist are picked up on boot. Everything placed before the install is registered when the plugin loads, so this works on a server mid-wipe and not only on what gets built next. THE LEADER Decided in game The random you just invited is not automatically trusted Taking a stranger into the team is where convenience turns into risk, so the whole authorization list is editable per ally from the menu. No config file, no restart. Revoke without breaking the rest. A blocked ally loses access everywhere except the locks and cupboards they placed themselves, and the team keeps access to those. Kick from the same screen. Pick the ally, kick, and every authorization they were given through the team is pulled as they go. Friendly fire off with one toggle. Only the leader can flip it; everyone else sees it locked and is told why rather than wondering if it is broken. A team skin per item type. The leader picks it, and anything a mate picks up gets it automatically. Thirty-five item types ship in the config with their own skin lists, and both are yours to cut or extend. AFTER A CRASH Teams survive it A bad shutdown should not disband half the server Rust loses teams when a server goes down badly, and the tickets land on you. This one writes the roster and the leader to disk and puts them back on start. Rosters restored on boot. Members and leader are recreated, including the players who are offline at the time, so nobody logs in teamless. Optional leader hand-off. If the leader disconnects the next online member is promoted, and the original takes it back when they return. Off by default, because not every server wants it. A wipe clears it properly. A new wipe id drops the saved teams and skin choices rather than dragging last wipe's data onto a fresh map.   While you are not looking Built to be left alone The parts you will never notice unless they are missing. ✓  ImageLibrary is the only dependency, and Clans is used if you have it   ✓  A missing dependency is named in console and the plugin unloads, instead of half-running ✓  Switching a feature off unsubscribes its hooks rather than leaving them running   ✓  Panel updates are batched into one message per team per tick, not one per player ✓  Grid squares only redraw for the players who actually changed square   ✓  A burst of joins and kicks collapses into a single data file write ✓  Every player choice is stored by Steam ID and survives restarts and reloads   ✓  Clan tags are stripped from names in the panel when the Clans plugin is loaded   Reference One command in chat, one to bind Each permission is only enforced if you switch its requirement on. All four are off by default, which means the feature is simply available to everyone. Chat /bt Open the menu: info, allies, skins, settings. The command name is a config value. Console ftmark Drop a team ping where you are looking. Meant to be bound to a key. Permission betterteams.hud The on-screen panel Permission betterteams.voice Team voice chat Permission betterteams.skins Choosing the team skin. One player in the team holding it is enough for the whole team. Permission betterteams.marker Easy team markers   Straight answers The questions people ask before buying Do my players have to install anything? No. It runs entirely on the server and the panel is drawn through the normal game UI. The only install is ImageLibrary, on the server, once.   Does team voice take over normal voice chat? Only for a player who turns it on themselves, and it is off by default. Everyone else keeps vanilla proximity voice untouched. Can a random I invite loot everything I own? Only if you leave them authorized. The leader can revoke any of the five places for one specific ally from the menu, and they keep access to nothing but what they placed themselves.   Will the panel sit on top of my other UI? Its offset from the top and left, its scale and how many rows it stacks before starting a new column are all config values, so it can be moved out of the way. What if I do not want half of these features? Panel, voice, skins, markers, friendly-fire toggle, grid positions, team restore and each of the five authorization places are separate switches. Turning one off also stops the hooks behind it.   What happens if ImageLibrary is missing? It waits and retries a few times in case load order put it second, then prints the download link in server console and unloads itself rather than throwing errors on every hook.   5 authorization places covered 35 item types with team skins 50m default ping range, configurable 1 dependency, ImageLibrary
5.0
sale
$34.99 $29.99
13 Furnished Houses Your Rust Players Buy and Place in One Kit     Limits: 3 houses per player, more through playerhomes.limit.5 or the other limit permissions, no cap with playerhomes.bypass. Price: per house in its card file, with 5, 10 or 15% off through discount permissions, capped at 50%. Where houses go: monuments, roads, safe zones and no-build zones are blocked by default, each with its own switch. ZoneManager zones or your own circles in the config can forbid more spots, or keep houses inside the zones you allow, such as a town district. Protection: with Protect contents on, strangers cant open doors or loot storage, and they cant place building blocks or a cupboard within 16 m of a house. Your own houses: build one, run /house save <name>, and it shows up in the catalog. An optional NPC seller at a monument, with an EDIT ITEM window for name, picture, price and stock. Discord posts for purchases and placements, no extra plugin The video at the top shows a full purchase, placement and repaint. /house /house list /house info [number] /house auth [number] add|remove <name or SteamID> /house auth [number] clear /house auth [number] list /house opens the catalog. The command name is a list in the config, so you can add aliases. /house list and /house info show your houses with their grid, design and access list. auth takes the house you look at, a placed number, or nothing when you own one house. Only the owner changes the list. Admin subcommands need playerhomes.admin: /house list all|SteamID /house remove|tp|restore [number] /house owner <number> <player> /house entries [id] /house save <name> /house setname <id> <name> /house setskin <id> <skinID> /house setimage <id> <file or url> /house spawn <id> /house give <id> [player] /house delete <id> /house vendor create|start|move|rotate|save|cancel|list|teleport playerhomes.give <userID or name> <houseID> restore rebuilds frame blocks that went missing. spawn builds a house in front of you without a kit. playerhomes.give runs from the server console, RCON or any plugin that sends console commands. playerhomes.admin: admin subcommands, card editing, owner rights on every house. In-game admins need it too unless Admins by flag is true. playerhomes.bypass: no house limit and access to every house. playerhomes.use, playerhomes.buy, playerhomes.place: checked only when Require use/buy/place permissions is true. It is false by default. playerhomes.limit.1, playerhomes.limit.2, playerhomes.limit.3, playerhomes.limit.5: house limits. The highest one wins, and only above Max homes per player (3). playerhomes.discount1, playerhomes.discount2, playerhomes.discount3: 5, 10 and 15% off. The biggest one applies, capped at 50%. Any permission you type into a menu tab or a color is registered on load. Questions before you buy? Message us on Discord (Simil3x or shemov) or Telegram (@Simil3x_dm). Updates and support are included. Support is available through Discord and Codefling private messages. Try it: connect 155.103.86.38:28015
5.0
Corrupted Drone Boss Event A giant Corrupted Drone boss that hunts players at your monuments. It thinks, dodges, shields itself and fights in phases. Kill it for crash-site loot, a damage leaderboard and rank rewards. Drop it in and it works: five monuments come ready with flight paths, and the drone shows up as a timed server event. Every monument gets its own profile, so you can run an easy guard at Junkyard and a nightmare at Launch Site on the same server. Features Smart AI. Picks its target by threat and hunts players who hide behind cover. Attacks that change in phases. Machine gun, cannon shells, napalm, homing rockets, artillery barrages and mine drops. Shield phase. Destroy the power cells to break the shield and stun the drone. Flares. Counters homing launcher missiles, so teamwork beats it. Homing launcher support. The vanilla homing launcher locks on to the drone like a helicopter. Event mode. "A Corrupted Drone has been spotted at Airfield!" It stays for a limited time, then leaves. Four respawn types. Timer, plugin load, daily schedule or event, set per monument. Damage leaderboard and rank rewards. Items, Economics, ServerRewards and commands for the top players. Crate lock. The top damage dealer's team gets the loot first. Loot your way. Built-in loot, Loottable, AlphaLoot or CustomLoot, set per monument. Health bar. Shows SHIELDED and STUNNED states. Map markers. Show health %, a respawn countdown, "Arriving in…" and "Leaves in…". Waypoint editor in-game. Draw any number of waypoints. The combat zone is calculated for you. Multi-language. Every player gets messages in their own language. Performance friendly. The drone sleeps (no AI, no physics) while no player is near. How a fight plays out The drone patrols its waypoints. When players come close it wakes up, picks a target and starts fighting. It uses its machine gun all the time, plus one special attack at a time, chosen from the current phase's list. Phase Health Default special attacks Behaviour Phase 1 100% – 70% Cannon shells, Mine drop Goes after the closest player Shield at 50% — Immune until the power cells are destroyed Phase 2 70% – 35% Cannon, Napalm, Artillery Flares on, hunts launcher users Phase 3 below 35% Napalm, Homing, Artillery, Mines Faster attacks, hunts the top damage dealer Everything in this table can be changed per monument. Special attacks Attack What players see Cannon shells Bursts of Bradley main-cannon shells at the target Napalm rockets Fire rockets that set the ground on fire Homing rockets Rockets that climb, then dive onto players Artillery barrage Smoke and a beep mark each player's spot. "INCOMING BARRAGE, MOVE!" Rockets rain down 3 seconds later. They land where players were, so moving saves you. Mine drop Landmines scattered under the drone. They arm after a moment and disappear after 60 seconds. They can't be looted. Smart AI Threat targeting. Each phase weights recent damage, holding a launcher, distance, low health and a random factor. The drone hunts whoever matters most. Line of sight. Hide behind a wall and the drone moves to a spot inside its zone that can see you again. Flares. When a homing missile gets close, the drone can fire flares, and the missile goes for the flares instead. Charges recharge over time, so a second missile right after the first gets through. Shield phase At 50% health the drone becomes SHIELDED. Hits bounce off, and power cells spawn around the monument. They show on the map and give off sparks. Destroy them all and the shield breaks. The drone is then STUNNED for a few seconds and takes bonus damage. If nobody destroys the cells in time, the drone repairs itself. When it dies The drone spins out and crashes. Its burning crates scatter around the crash site. Kill announcement in chat. Damage leaderboard showing the top players and their % of the damage. Rank rewards for the top damage dealers. Crate lock. The crates belong to the top damage dealer and their team for a few minutes. Respawn types Set per monument profile. Type Name How it spawns 0 Timer Respawns a random time (min – max) after it dies 1 Plugin load Spawns once when the plugin loads, never respawns 2 Schedule Spawns at set server times, e.g. 18:00 and 22:00 3 Event Only spawns through the drone event (default) Also per monument: Minimum online players. A due boss waits until enough players are online. Flies away when nobody comes. An idle boss leaves and frees its slot. The main config also caps how many bosses can be alive at the same time. Event mode Every 1–2 hours (configurable), the plugin picks a random event monument: Warning: "A Corrupted Drone has been spotted heading to Power Plant! It arrives in 1 min." Arrival: it stays for 30 minutes, with reminders in chat and a "leaves in…" countdown on the map. End: it's killed, or it leaves. If players are still shooting it when time runs out, it stays a bit longer. Then the timer for the next event starts. Default monuments These come with flight paths ready to go. They all use the Event respawn type, so you decide which ones use other types. ☑ Launch Site ☑ Junkyard ☑ Airfield ☑ Power Plant ☑ Water Treatment Plant Add any other monument with /drone addmonument. Waypoints are saved relative to the monument, so a path works on every map that has it. You can also use RustEdit map markers or any custom position. Note Any number of waypoints. The drone patrols your waypoints in order. Its combat zone is the outline around all of them, worked out for you, and it strafes, chases and drops mines inside that zone. See it all while editing. The waypoints show in green and the combat zone in yellow. The event area is a blue sphere and the attack radius a red one. Change those two radiuses live with /drone eventradius and /drone attackradius. Rewards and loot Rank rewards (per monument) Each rank (1st, 2nd, 3rd…) can give any mix of: Items (with skin, custom name, blueprint and chance) Economics money ServerRewards points Console commands with {steamid} and {name} Players below a minimum damage share get nothing, so one bullet doesn't count. Players who were dead when rewards went out get their items when they respawn. Crash crate loot (per monument) Loot type Value Source Default 0 The crate's vanilla loot (or your loot plugin's normal crate loot) Own 1 The plugin's own item list Loottable 2 A Loottable custom preset AlphaLoot 3 An AlphaLoot loot profile CustomLoot 4 A CustomLoot preset You also set the crate prefab, how many crates, fire around the crates, locking crates with fire, and how long until the crates disappear. Commands All commands need the DroneBossEvent.admin permission (or admin). If you leave out [name], the nearest location is used. Waypoint editing Command Description /drone edit [name] Select a location and show its waypoints and combat zone /drone addwp Add a waypoint where you are (fly at the height the drone should patrol) /drone removewp Remove the waypoint nearest to you /drone stopedit Stop editing and respawn the boss on the new path /drone eventradius <meters> Set the event area of the location you're editing (shown as a blue sphere) /drone attackradius <meters> Set the attack radius of the location you're editing (shown as a red sphere) Locations Command Description /drone add <name> Create a custom location at your position /drone addmonument Create a location for the monument nearest to you /drone remove <name> Delete a location /drone enable <name> / /drone disable <name> Turn a location on or off /drone tp <name> Teleport to a location Bosses and events Command Description /drone spawn [name] Spawn the boss now (starts an event at Event locations) /drone kill [name] Remove the boss without loot and start its respawn timer /drone status All bosses, health, respawn timers and the event state /drone event start [name] Start an event now (random monuments, or the one you name) /drone event stop End the running event and schedule the next one /drone event status Time until the next event /drone reload Reload the plugin Server console: drone status, drone spawn <name>, drone kill <name>, drone event start [name], drone event stop, drone reload. Installation Upload DroneBossEvent.cs to oxide/plugins. The plugin creates oxide/config/DroneBossEvent.json and the five default monuments in oxide/data/DroneBossEvent/Locations/. Grant yourself the admin permission: oxide.grant user YourName DroneBossEvent.admin Test it right away with /drone event start. Warning Updating from an older version? Delete oxide/config/DroneBossEvent.json once so the full config is created again. Configuration Each profile also holds the waypoints, every weapon's stats, the artillery, mine and flare settings, target weights per phase, the stun time and bonus damage, rank rewards and the full loot list. Optional plugins Plugin Used for Economics Money rewards ServerRewards Point rewards Loottable Crate loot type 2 AlphaLoot Crate loot type 3 CustomLoot Crate loot type 4 TruePVE / SimplePVE Players can always damage the boss, even on PVE servers For developers // Hooks void OnCorruptedDroneSpawned(Drone drone, string location) void OnCorruptedDroneKilled(string location, Vector3 crashPosition, BasePlayer killer) void OnCorruptedDronePlayerTarget(Drone drone, BasePlayer target) void OnCorruptedDroneLeft(string location) void OnCorruptedDroneEventStarted(Drone drone, string location) void OnCorruptedDroneEventEnded() void OnCorruptedDroneShieldUp(Drone drone, string location) void OnCorruptedDroneShieldBroken(Drone drone, string location) void OnCorruptedDroneFlares(Drone drone) // API bool IsCorruptedDrone(Drone drone) string GetCorruptedDroneLocation(Drone drone) Support Found a bug or have an idea? Open a support ticket on this page. Please include your config and a description of what happened.  
5.0
Combined Storage lets players connect multiple storage containers so they function as one large inventory. Includes automatic item sorting, search functionality, and filtering to keep storage clean and efficient.   Readme Link - Click Here for Instruction and Documentation 👆 Highly recommend reading the FAQ section!   All Your Items - In One Place Link multiple containers so they all share a single organized inventory.   Automatic Sorting Items are automatically sorted as they are inserted, no manual effort required. Search Functionality Quickly find any item across all linked containers using a fast, built-in search bar.   Simple Setup Simply press Link in a container to hook it up with the rest of them in your base. Unique View for Each Player Each player sees their own automatically sorted and filtered view of the shared inventory based on their preferences, without affecting anyone else.    
5.0
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
$24.99
Wipe Pass is a battle pass and server goals plugin for Rust: personal free and premium levels, daily and wipe challenges, community objectives with milestones, rankings and rotating seasons, all edited in game. BATTLE PASS · SERVER GOALS · SEASONS Keep your server alive all wipe long Most servers are packed on wipe day and empty three days later. Wipe Pass gives your players a reason to log in every day: new challenges each morning, a pass to finish before the end of the wipe, rewards to claim, a ranking to climb and server goals that unlock boosts for everyone. Everything is edited in game with a visual editor. No DLL, no web editor, no JSON to touch. 6 seasons included 2 in 1 battle pass + server goals 24 challenges included 0 DLL or dependency A personal battle pass: free and premium levels, chests to choose, real Rust items Server goals for the whole community: milestones that unlock items, boosts and commands Daily and wipe challenges: new ones every day, with a GIVE button for donations Balanced for your wipe schedule: weekly, every 2 weeks or monthly, finished just before the end Free custom seasons: we build a season for your server on request Just a .cs file: works on every host, no DLL, no restart Rewards players actually claim 20 levels by default, unlimited if you want more. A free track and premium levels shown as golden tiles with a crown. Real items or anything custom Rewards are real Rust items, or console commands for kits, ranks, economy or anything your server uses. Chests with a choice On chest levels the player picks 1 of 3 categories (for example Resources, Survival or Gear). The rarity grows with the level: common, rare, epic, legendary. Claimed by hand, never lost Rewards wait behind an open padlock until the player claims them, or uses CLAIM ALL. Records across wipes Players keep their record: ★ 3 passes completed shows in the pass and in the ranking. A reason to log in every morning 3 daily challenges per player: new every day, mixed genres so the same type never repeats Wipe challenges: the same set for the whole server, all wipe long Every playstyle: gather, kill players, scientists, animals, heli and Bradley, hack crates, barrels, craft, fish, donate Change 1 challenge per day: if a player doesn't like one Streak bonus: +10% challenge XP per day in a row, up to +30%, adjustable The whole server works together Objectives everyone contributes to: farm 50 000 sulfur, down 30 helicopters, donate 15 000 scrap. As the server progresses, milestones unlock rewards. Milestones at your percentages 25%, 50%, 75%, 100% or any other step. Each one can give items, a gather boost for everyone, server commands and a chat announcement. Choose who gets each milestone Everyone, contributors only, or the top 10. Late players can still claim everyone milestones after a few hours of play. Top 3 contributors Rewarded when the quest is completed, with a contributor ranking players love to climb. Nobody gets left behind Catch-up bonus: players far behind the server average earn more XP until they catch up XP events: double XP for 24 h with one click, or automatically every weekend Next reward reminder: Only 230 XP left to unlock SMG (level 18), right when they log in Pop-ups and banners: Rust blue bar or Wipe Pass box, placed above the health bars and following their height A podium worth climbing A real podium with gold, silver and bronze, each player's level and XP, and a card that tells every player exactly how far the next place is: +340 XP to pass #11. A second ranking shows the server contribution. Sell it your way Premium is a simple permission, wipepass.premium. Give it to your VIP group, or sell it on your store: the console command wipepass.premium <player> <days> runs from Tebex, PayNow or any store, and the plugin removes it when it expires, even offline. Every setting one click away Setup assistant On first launch: wipe schedule, season, color. Done in a minute. Health check Tells you in plain words if the pass can't be finished, if a challenge targets an item that doesn't exist, or if nobody has premium, with a FIX button. Visual editors Pass levels, chests, challenges with an item picker and a suggested XP, server goals, milestones and top 3. Titles write themselves. Players tab Search a player, see their level and challenges, give XP, set a level, give or remove premium, reset their pass. Stats, backups and modes Completion rate on every challenge, duplicate in one click, automatic backups with undo, simple and advanced modes, 8 accent colors. 6 seasons included, more over time Classic, Classic II, Classic III: vanilla friendly, same balance, different rewards Raid Season, Farm and Build, Warpath: themed seasons for different servers Preview before applying: see the full reward track of any season Automatic rotation: each wipe or each month, in order or at random Save your own: turn your setup into a season and reuse it A season made for your server Every buyer can ask for custom seasons, for free. Join our Discord and describe the general balance you want: Your rates: vanilla, x2, x5 or more Your playstyle: more PvP, more farming, more raiding How generous: rewards at the start and at the end of the pass Your wipe schedule: weekly, every 2 weeks or monthly No need to list every item: we build a balanced season around your description and send you the file. /pass: Open Wipe Pass: server goals, pass, ranking, history /pass admin: Open the editor /pass settings: Open the settings panel wipepass.givexp <player> <amount>: Give pass XP wipepass.removexp <player> <amount>: Remove pass XP wipepass.setlevel <player> <level>: Move a player to a level wipepass.reset <player>: Reset a player's pass wipepass.premium <player> [days]: Give premium (permanent without days) wipepass.unpremium <player>: Remove premium wipepass.new: Start a new wipe quest now wipepass.info: Plugin status Player commands accept a name or a SteamID and work on offline players. The chat command can be renamed in the settings. Permissions wipepass.admin: Open the editor and the settings wipepass.premium: Unlock the premium levels Discord Optional webhook posts for milestones, quest completion, players who finish the pass, new wipes and XP events. Paste your webhook URL in the settings, no bot needed. Nothing is sent to Discord until you paste a webhook URL and turn it on. Network use Wipe Pass only contacts Discord, and only if you set up a webhook. Interface images are hosted on imgur.com and loaded by the players' game client like any Rust UI image. No analytics, no tracking, no license check. For developers WipePass?.Call("API_AddXp", player, 100); // give pass XP WipePass?.Call("API_GetLevel", player.userID); // current level WipePass?.Call("API_IsPremium", player.userID); // premium or not // Hooks void OnWipePassLevelUp(BasePlayer player, int level) void OnWipePassRewardClaimed(BasePlayer player, int level) void OnWipePassChallengeDone(BasePlayer player, string challengeId) Configuration Everything below can also be edited in game. Levels, rewards, chests, challenges, server objectives, milestones and seasons are edited in the in-game editor (/pass admin) and saved in the config and in oxide/data/WipePass/Seasons. { "General: Enabled": true, "General: Chat command": "pass", "General: Chat prefix": "<color=#A45BC7>[Wipe Pass]</color>", "General: Debug logs": false, "General: Chat icon (SteamID of an account with the Wipe Pass logo as avatar, 0 = default)": 0, "Editor: Advanced mode": false, "Pass: Players can change 1 daily challenge per day": true, "Pass: Catch-up bonus for late players": true, "Pass: Catch-up max multiplier": 2.0, "Pass: Streak bonus per day in a row (%)": 10, "Pass: Streak bonus max (%)": 30, "XP event: Multiplier": 2.0, "XP event: Every weekend (Friday 18:00 to Sunday night, server time)": false, "Editor: Setup assistant done": false, "Quest: Server objectives enabled": true, "Quest: Start a new quest automatically on wipe": true, "Quest: Objectives per quest": 6, "Quest: Pick objectives at random": true, "Quest: Goal multiplier": 1.0, "Quest: Wipe length in days (for the countdown)": 7, "Quest: Wipe schedule (weekly, biweekly, monthly)": "weekly", "Quest: Late players can claim past \"everyone\" milestones after X hours played (0 = never)": 3, "Pass: Personal battle pass enabled": true, "Pass: XP per contribution point": 0.5, "Pass: Max XP per day from playing (challenges not included, 0 = no limit)": 200, "Pass: Daily challenges per player": 3, "Pass: Wipe challenges (same for everyone)": 6, "Pass: Reset the pass when a new quest starts": true, "Pass: Premium label shown to players": "VIP rank", "Seasons: Current season": "classic", "Seasons: Auto rotation (off, wipe, monthly)": "off", "Seasons: Random order": false, "Seasons: Reset player passes when the season changes": true, "Top: Reward the top contributors when the quest is completed": true, "Notify: Show the contribution HUD": true, "Notify: HUD duration (seconds)": 6, "Notify: Milestone banner": true, "Notify: Milestone sound": true, "Notify: Announce when an objective is completed": true, "Notify: Pop-ups for rewards and challenges": true, "Notify: Pop-up style (rust = Rust blue bar at the bottom, custom = Wipe Pass box on the right)": "rust", "Notify: Also show server announcements in the Rust blue bar": true, "Notify: Box position (bottom = just above the health bars, top = top right corner)": "bottom", "Discord: Enabled": false, "Discord: Webhook URL": "https://discord.com/api/webhooks/...", "Discord: Post when a player completes the pass": true, "Discord: Post when a new wipe starts": true, "UI: Accent color (hex)": "#A45BC7", "UI: Show credit": true } Languages and support English and French included, every text is in the language files. Questions, bugs or a custom season request: join our Discord.
0.0
Premium Betterloot loottable V.4 Compatible + November 2026 update! Elevate your Rust server's loot economy with this meticulously crafted BetterLoot v4 configuration, designed exclusively for 2x gather servers. Probability-driven drops ensure reasonable and fair loot without flooding the map with junk loot. This covers boxes, NPC and all other loot on rust. Key Balancing Features Precision 2x Scaling: Matches vanilla logic with custom percentage drop rates for every item, ensuring a perfectly balanced 2x progression. Balanced Probabilities: Barrels stay low-tier for early-game grind. Tested for wipe-long sustainability—no early-game god-rolls or late-game starvation. Unlike generic 'copy-paste' tables that simply slap a 2x multiplier on everything, this config features distinct loot tiers. You won’t find Heavy Scientist loot on a regular NPC, and you won't find endgame items in a roadside barrel. Every drop is manually weighted for logical progression. Perfect for servers seeking premium, player-approved loot without a lot of custom plugins. Full config JSON included with setup guide. I also have a , 3x, 5x and 10x table based like this. Links: 3x, 5x and 10x Why choose this config? Setting up a balanced 2x server can be a real headache. I’ve spent countless hours fine-tuning these tables to ensure your players get a rewarding experience without breaking the progression. Save your time and focus on growing your community instead of fighting with config files! This configuration is backed by consistent positive feedback by a lot of servers, 5-STAR reviews and has been refined to ensure a stable, bug-free experience. Quality and reliability are my top priorities. You do not need to buy any plugin! BetterLoot is free to download. Video of the loot table in action:   
4.5
Player Homes
0:17
235
6
Player Homes
Shemov
Raid Calculator
0:29
134
5
Raid Calculator
DesignCrew
Economy Repair
0:08
164
2
Economy Repair
Brad Copp
[UI] Custom Items Creator
0:13
312
0
[UI] Custom Items Creator
Kamycz3q
Wallpaper Halloween Booster Pack
0:20
280
2
Wallpaper Halloween Booster Pack
RobJ
What's New
Fresh uploads, new releases, and recently updated files.
Trending Files
Discover what files are trending right now.
Great Deals
Discounted picks, limited-time deals, and sale items worth grabbing now.
Latest Reviews
See what customers are saying about their experience with files.
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.
A very unusual plugin; I haven’t seen anything like it anywhere else. I was worried about the load on the server, but everything seems fine so far. I’ll need to test it further when there’s a high number of concurrent users.
Probably one of the best one grid maps out on codefling to get this map is very well made and optimized for server performance with good fps, i have had the pleasure of haven close to 60 players on the map and would like to say it's very fun and exciting to see what kind of bases players will build on the map. If you decide to buy any maps from this map dev please do as he has come out with some bangers in the past year. 
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.

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3.3m
Total downloads
Customers
12.4k
Customers served
Files Sold
175.5k
Total sales
Payments
3.8m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.