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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 Note: Video is outdated, see documentation for a full list of new features!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 google doc link. Disclaimer: Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase! 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: 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! WarModeAdminPanel.cs 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. WarModeSpawnUI.cs     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. WarModeRulesUI.cs   War Mode Badges Customizable UI elements that will appear on the player's HUD to indicate what their current mode is. WarModeBadges.cs  
4.8
$29.99
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
$29.99
Halloween Update Have you already prepared your server for Halloween? On the eve of the Halloween Rust update, I have prepared for customization of all armored train cars. After installing the update, customization will be automatically applied to all cars in the configuration of the armored train. To disable this, make the "Customization preset" parameter empty in the config. New Year Update The  New Year  is coming and I have prepared for you a new preset customization for the train!After installing the update, customization will be automatically applied to all cars in the configuration of the armored train. To disable this, make the "Customization preset" parameter empty in the config. You can also disable the customization of certain wagons or change the customization of the NPCs in the file oxide/data/ArmoredTrain/NewYear New Year's map from the video:       This plugin will add an armored train to your server, which can travel both in the subway and by rail. It can consist of any number of wagons. A helicopter can accompany it. Bradley, npc, turrets, simsites can be installed on the train. The plugin allows you to create any number of train presets, for which the order of wagons, the helicopter preset, the probability of spawn and the duration of patrolling can be specified. Each wagon or locomotive can be configured separately. Any speed can be set by the locomotive.If there is no spawn of trains on the surface on your custom map, read the section "Custom spawn points” Custom spawn points If you are using a custom map in which there are no spawn trains on the surface, but there is a railway, then for the train to work on the surface, you need to add custom spawn points of the train. Instruction: Stand at the point where you want the train to spawn Enter the command /atrainpoint If you receive a message that a point has been created, enable "Use custom spawn coordinates [true/false]” in config For correct operation, it is recommended to create several spawn points of the train   Chat commands (only for administrators) /atrainstart– launches the event in a random configuration /atrainstartunderground - forcibly launches an event underground /atrainstartaboveground - forcibly launches an event aboveground /atrainstart <trainPresetName> –   launches the event in the <trainPresetName> configuration /atrainstartunderground  <trainPresetName> /atrainstartaboveground  <trainPresetName> /atrainstop– stops the event /atrainpoint– creates a custom spawn point of the train in your position   Console commands (RCON only) atrainstart– launches the event in a random configuration atrainstartunderground - forcibly launches an event underground atrainstartaboveground - forcibly launches an event aboveground atrainstart <trainPresetName> –   launches the event in the <trainPresetName> configuration atrainstartunderground <trainPresetName> atrainstartaboveground <trainPresetName> atrainstop – stops the event   Config en  –  example of plugin configuration in English ru  –  example of plugin configuration in Russian   Dependencies (optional, not required) True PVE PveMode GUI Announcements Notify DiscordMessages AlphaLoot CustomLoot Economics Server Rewards IQEconomic Api bool  IsArmoredTrainActive() bool  StopArmoredTrain() bool  StartArmoredTrainEvent() bool  EndArmoredTrainEvent() bool IsTrainBradley(uint netID)   bool IsTrainHeli(uint netID)   bool IsTrainCrate(uint netID)   bool IsTrainSamSite(uint netID)   bool IsTrainWagon(uint netID)   bool IsTrainTurret(uint netID)   Vector3 ArmoredTrainLocomotivePosition()   Hooks OnArmoredTrainEventStart OnArmoredTrainEventStop   Contact me in Discord: Adem#955
4.8
$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
$14.99 $12.99
[ ! ] The zip contains a DLL extension that goes into RustDedicated_Data/Managed. Some hosts do not allow uploading DLLs - check with your host before buying. [ ! ] Water Wheel Bot lets your players hire an NPC worker who climbs into their water wheel and turns it for a paid shift, so the base keeps its power while they farm, raid or log off for the night. They pick a tier, walk or run and a shift length, and pay with scrap or your server's economy. Workers get tired as they work: feed them, let them eat from the boxes next to the wheel, boost them for extra power, extend the shift or let it renew on its own, and every few hires they level up and drain slower. Gear found in crates goes on the wheel itself, worker contracts pay for a hire, and in a river the worker's power adds to the current instead of replacing it. Everything happens in game: a hire window and a status window with the real water wheel turning inside them, a HUD next to your wheels with a tab for each one, a row in the vitals stack, and /worker for one window with your workers, your lifetime stats, a real map and the gear workshop. Eight languages are built in.     🌟 Features of Water Wheel Bot An NPC worker who mounts the water wheel and powers it by hand for the whole shift, on dry land or in a river Three worker tiers (Novice, Standard and Veteran by default) with their own price, power, stamina drain and outfit, all editable Walk or Run: more power costs more and drains faster, and a worker hired to run can switch pace mid-shift Shift lengths from 30 minutes to 24 hours by default, each button showing what the longer shift saves Stamina: power drops when the worker is hungry and stops at zero. Feed the worker from your inventory in one click, or let them eat from your boxes near the wheel, with a favorite food that fills them up more Boost for extra power over a short time, with its own drain and cooldown, and extend a shift or let it renew itself when it ends Veterancy: every few hires your workers level up and drain slower Worker gear on each wheel: boots, bearings, a canteen and a headlamp in three tiers, found in crates and fitted with one click. The worker wears the boots and the headlamp Worker contracts: items that pay for a hire at their tier and shift length, found in crates, given by admins or sold in shops The river keeps working: in a river the worker's power is added to the current's, and the hire window shows both. Plugins that upgrade a water wheel, like Water Wheel Upgrades, make the worker stronger too A HUD next to your wheels in full or compact size. With several of your wheels close together it gets a tab for each one, a pager and a ping only you can see, and you can bind a key to flip through them. Each player can drag it anywhere on their own screen (/worker hud move) One row in the vitals stack for all your workers, which turns red when one runs low /worker opens one window with four tabs: WORKERS with quick actions, STATS with your lifetime numbers, MAP with your workers on the real world map, and WORKSHOP with the gear on each wheel Prorated refunds when you dismiss a worker early (two clicks, with the refund shown before you confirm) or when the wheel is destroyed Only the wheel's owner, their team and players authorized on its tool cupboard can hire on it or change its gear, so nobody can lock your wheel Scrap works out of the box, and six economy plugins are supported A VIP price, a free permission, a night power multiplier, map markers, worker chatter and a warning before the shift ends, each on its own switch The wheel turns and the water flows inside the windows, buttons light up on hover, and UI sounds are optional Rentals, stamina, gear and stats survive restarts Eight languages built in: English, Spanish, Brazilian Portuguese, Russian, Ukrainian, French, Italian and German, each player in their own   🎮 Commands Hammer a water wheel - open the hire window, or the status window of its worker (a damaged wheel is repaired first, as usual) Talk to the worker - the status window /worker - the workers window /worker stats, /worker map, /worker workshop - open it on that tab /worker hud - switch the HUD between full and compact /worker hud move - drag the HUD anywhere on your screen, then press DONE (RESET puts it back in the corner). Each player's place is saved /worker list - your workers in chat /worker renew, /worker boost, /worker extend <n> - the same actions from chat; with several workers, /worker 2 boost wwb.hud.next, wwb.hud.prev - flip the HUD through your nearby wheels. Bind them in the F1 console with bind k wwb.hud.next Admin /worker give <player> <id | all> [amount] - give gear or contracts. Ids: boots1-3, bearings1-3, canteen1-3, lamp1-3, contract1-3 wwb.give <player> <id | all> [amount] - the same from the server console or RCON wwb.reimages - download the interface artwork again The chat command name is set in the config.   🛡️ Permissions waterwheelbot.use - hire workers and use /worker. Required: grant it to your default group waterwheelbot.free - hire, extend and renew at no cost waterwheelbot.vip - the VIP price (20% off by default) waterwheelbot.admin - control any worker, hire and fit gear on any water wheel, and give gear and contracts   🏆 Included Currencies Scrap - works out of the box, taken from and paid into the player's inventory Economics - the Economics balance ServerRewards - reward points IQEconomic - the IQEconomic balance ShoppyStock - any shop currency, picked with ShoppyStock Shop Name BankSystem - the BankSystem balance MBCoins - the MBCoins balance You pick one in the config. Refunds and auto-renew go through the same wallet, and a failed payment never hires a worker.   🧰 Worker Gear and Contracts Gear goes on a wheel, not on a player: four slots with three tiers each, and whoever works that wheel gets the bonus. The defaults: Work Boots - +10%, +20% and +35% power, worn by the worker Bearings - +5%, +10% and +15% power, and the wheel reaches full speed faster Canteen - 15%, 25% and 40% less stamina drain Headlamp - +20%, +40% and +70% power at night, worn by the worker A worker contract pays for one hire: Novice for 30 minutes, Standard for 1 hour or Veteran for 3 hours by default. Players find gear and contracts in crates (normal, tool and elite crates, supply drops, Bradley and patrol helicopter crates, and the locked crates of Chinook drops, oil rigs and ghost ships), each with a chance per tier you set per crate. Both are real items with their own name, skin and icon, so they stack, trade, fit in boxes and sell in shops like any other item.   🖼️ Showcase Every screen below is the plugin running in game Your workers on their wheels, and the HUD with a tab for each one Hire a worker: tier, pace, shift length and auto-renew The status window during a boost WORKERS: every worker you own, with quick actions WORKSHOP: the gear on each wheel MAP: your workers on the real world map STATS: your lifetime numbers A worker contract pays for the hire Out of stamina: feed the worker to get the wheel going The compact HUD Move the HUD anywhere on your screen with /worker hud move   🎥 Video The trailer, recorded in game (click to play)   ⚙️ Configuration Everything lives in oxide/config/WaterWheelBot.json: Economy - Scrap or the economy plugin, the currency symbol and the ShoppyStock shop name Power and stamina - power for Walk and Run, whether the river current adds to the worker, stamina drain, the low stamina threshold, the night power multiplier and pausing the timer while the worker starves Prices - the shift lengths (label, minutes, cost), the Run and VIP multipliers and the refund rate on dismissal Worker tiers - name, tagline, price, power, drain and outfit per tier, and the default tier Veterancy - hires per level, max level and the drain reduction per level Food - stamina per food item, the favorite food bonus, and auto-feed from boxes near the wheel Boost - power and drain multipliers, duration and cooldown Worker Gear and Worker Contracts - on or off, the base item, and every piece and contract with its name, skin, icon and stats Loot - on or off, and the chance per crate Rules - auto-renew, team control, who can hire on a wheel and the HUD radius Extras - the vitals row, map markers, chatter and gestures, UI sounds, the animated scenes, the personal ping, the expiry warning and the map zoom Look - the worker's name and clothing   📚 FAQ Q: Do I need an economy plugin? A: No. Scrap works out of the box. Economics, ServerRewards, IQEconomic, ShoppyStock, BankSystem and MBCoins work when they are installed and picked in the config. Q: Does the wheel need to be in water? A: No. The worker turns it by hand, like a player would. In a river the wheel keeps its water power and the worker's is added on top, and the hire window shows both. Q: Can someone hire a worker on my wheel and block it? A: No. By default only the wheel's owner, their team and players authorized on its tool cupboard can hire on it or change its gear. Admins can switch that off. Q: What happens on a restart, or if the wheel is destroyed? A: Rentals, stamina, gear and stats are saved and come back after a restart. The shift clock is real time, so it keeps running while the server is down. If the wheel is destroyed, the worker leaves, the owner gets the prorated refund and the gear drops on the ground. Q: Does it contact any external service? A: Only our image server. On its first start the plugin downloads its interface artwork, about 170 PNG images, from rust-cui.crashplugins.space and caches it, so later starts load it from disk. These are plain image downloads: nothing about your server or your players is sent. The world map in the MAP tab is rendered on your own server. No update check, no analytics, no license check. Q: I run 1.1.0. What changes when I update? A: Install the DLL from the zip, restart once and replace WaterWheelBot.cs. Your config migrates on load and keeps your prices, durations, power, stamina, food and clothing; gear, contracts and crate loot are added with their defaults, and workers on shift keep working. 3.0.0 no longer uses Oxide.Ext.AnimEngine.dll, so delete it unless another plugin needs it. The changelog and the README inside the zip have the details. Q: Can I translate it? A: Yes. Eight languages are built in and each player sees their own. For another one, copy oxide/lang/en/WaterWheelBot.json to oxide/lang/<code>/WaterWheelBot.json and translate it: every player facing text is there. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions instead of RustDedicated_Data/Managed, and everything else is the same.   🔧 API / Hooks // API: WaterWheelBot?.Call<T>("Method", ...) // wheelNetId is the wheel's net.ID.Value, ownerId a SteamID64, both as ulong object API_HireBot(BasePlayer player, ulong wheelNetId, int durationIndex, bool isRunning, int tierIndex = -1, bool charge = true) // true, or an error string bool API_DismissBot(ulong wheelNetId, bool refund = true) Dictionary<string, object> API_GetBotInfo(ulong wheelNetId) // owner, mode, stamina, time left, power, energy, auto-renew, tier double API_GetTotalEnergyWh(ulong ownerId) int API_GetTotalHires(ulong ownerId) int API_GetVeterancyLevel(ulong ownerId) Item API_CreateGearItem(string id, int amount = 1) // a gear piece or a contract (boots1, contract2, ...), null if the id is unknown   Questions, ideas or bug reports? Join our Discord.
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. /rs Open the rate editor gatherlootmultiplier.setup Access to the editor gatherlootmultiplier.default Preconfigured tier — 2x loot, 3x gather gatherlootmultiplier.vip Preconfigured 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
sale
About 450 Raidable bases by JaaaaaThomas All bases up until 01.07.2026 If you find the price too high, you can click on 'Price History' and set up an alert for your desired price! We will see this, and you will receive a notification when it reaches your target price, or if our team decides to, we may be able to offer you your desired price individually. 450 Raidable bases by JaaaaaThomas All bases up until 01.07.2026  Important Reminder This is a Base Model Pack (.json files). It is NOT the Raidable Bases plugin script. These are the blueprints crafted by our professional building team.  Level Up Your Server It includes 450 unique bases, with over 70+ designs for every skill level (from starter to endgame). Don't settle for basic cubes. Give your players a challenge they’ll never forget. Whether you're looking for a "Hardcore" event or a permanent fortress for your top clan, these 450  bases are built to dominate. [ Buy Now & Start Building] This package includes all of my other packages.
0.0
15+ settings Oxide & Carbon English · Russian Community servers toggled one by one same single file per-player language works without UI Note Depending on the hardware, client FPS either goes up or becomes noticeably more stable. Every choice is saved per player and restored on the next connect. Goals Before developing any plugin, we define the goals it should achieve when running on your game server. ☑ Improve players FPS ☑ Make your project stand out ☑ Improve the overall quality What you get   Feature Details Polished interface One menu with every option, a draw distance slider and a live FPS counter. Extensive customization You decide which options players may enable, which are on for new players, and the cooldown of each one. Low FPS notification Shown once, exactly when it matters: the player is offered the menu right after a drop is detected. 15+ settings Each toggled on its own, saved automatically and restored after relog. Optimization settings Players enable exactly what they need — every option is toggled individually. World around you   Setting What it does Draw distance The server stops sending buildings, boxes and other objects that are far away. Distant trees Trees load only around you instead of the whole map — as you move, they stream in on their own. Saves memory and speeds up joining the server. Images and drawings Drawings on signs, photos, paintings and spray art stop loading. Saves memory and bandwidth. Unapproved skins Disables skins that have not been accepted into the game but may still be used by other players. Fire, light and animations   Setting What it does Flames Furnaces, campfires and torches no longer display flames. The difference is especially noticeable in large, heavily built-up bases. Lights Lamps and searchlights no longer emit light. The difference is especially noticeable in large, heavily built-up bases. Destruction debris No debris flies around when walls and structures collapse. The difference is most noticeable during raids. Falling trees A chopped tree simply disappears — no falling animation, no cracking sounds. Construction smoke Smoke and effects from placing, upgrading and repairing structures are no longer shown. Wind turbine rotation Wind turbines stop spinning. They generate power just like before. Turret lasers Laser sights on turrets and SAM sites are turned off. Electricity and industrial   Setting What it does Items in industrial pipes Item animation inside industrial conveyors and pipes is turned off. The conveyors themselves keep working as usual. Recyclers and quarries Recyclers, quarries and pumpjacks stop shaking and animating. They keep on working. Water flow Water inside hoses and pipes is no longer rendered. Sprinklers and water supply work as usual. Effects and sounds   Setting What it does Distant effects Explosions, muzzle flashes and smoke from other players' distant fights are hidden. Everything happening near you stays visible as usual. Voice chat You won't hear other players' voice chat, or will hear it only at a reduced range. Community servers Tip Some community servers are not allowed to use custom interfaces. Switch the plugin to chat only mode and players get the same optimizations through commands, with no UI at all. Command What it does /fps Opens the menu, or prints the current status in chat only mode /fps list Lists every option with its state /fps <option> Turns one option on or off /fps radius 1-4 Sets the draw distance preset Permissions and commands Type Name Description Permission optimize.use Grants players access to the plugin Chat command /fps Opens the plugin menu Console command optimize.wipe Clears the player settings database[2] Frequently Asked Questions We have anticipated your questions and answered the most common ones below. You can ask any additional questions in the plugin's discussion section. Does the plugin require a powerful game server? No. The plugin is well optimized and will not place a significant load on your server, even on low-end hardware or with a high player count. Does hiding an effect change how the game works? No. Hiding is purely visual and per player. A furnace a player hid the flames of still smelts, a wind turbine that stopped spinning still generates power, and a conveyor without item animation still moves items. Can I keep some options disabled for everyone? Yes. Every option has its own switch in the config, so you choose which ones appear in the menu. You can also set which options are enabled for new players by default. Do you accept suggestions for improving the plugin? Sure! To submit an idea, join our Discord server, obtain the required role, and post your suggestion in the #suggestions channel. What should I do if the plugin is not working? Create a support ticket on our Discord server and we will help you resolve the issue. Tip Join our Discord server for support, updates and announcements. Developed in Hustle Industries · Code by @DezLife · Design by @Illumination Everything a player hides keeps working on the server — only the picture is hidden for that player. Other players see the world as usual. ↩︎ Available from the server console, RCON or as an admin in game. The first call opens a 30 second confirmation window. ↩︎  
5.0
sale
$37.99 $28.00
XDQuest: A comprehensive and customizable quest system for your RUST server! XDQuest is a powerful and flexible plugin that introduces a comprehensive and dynamic quest system into your game world. With 31 different types of missions available for players, the possibilities are almost limitless. Players receive various rewards for completing missions, adding even more incentive to accomplish tasks. At the moment, this is the largest and only quest system available! XDQuest is your key to creating endless adventures in the world of RUST. List of features: (The description briefly outlines the functionality and includes screenshots.) Interactive website for creating quests: XDQuest-Creater - On my website, you can easily and quickly create quests. Forget about manually editing JSON files — my user-friendly interface will make the quest creation process simple and enjoyable! The plugin offers four types of rewards: Items Blueprints Custom items Commands It integrates perfectly with various economic systems, and also supports Skill Tree and ZLevels. List of missions Mission setup Reward setup Detailed instructions and settings on the website: XDQuest-Creater - My website features clear and informative instructions that will help you configure the plugin and master all types of missions. You will gain access to it immediately after purchasing the plugin. Discover the simplest and most effective way to configure using my guide! Beautiful and modern UI: The stylish and intuitive interface makes using XDQuest simple and enjoyable. There is a mini-quest list that allows your players to remotely track the progress of their missions. UI UI Mini quest list Example of UI customization (Rusty Wasteland PvE) Capabilities and NPC settings: NPCs have their own voice-overs; currently, they can respond to the user on 4 triggers: 1.Greetings 2.Farewells 3.Task acceptance 4.Task completion You can also upload and use your own sounds for any of these 4 triggers, and the website will assist you with this as well. Dress your NPC however you like and create a unique appearance for them. There is an option to change the location of the NPC. Your NPC resides in a unique dwelling created in accordance with their character and backstory. Available types of missions: Currently, there are 24 different types of tasks available: (The types of missions are constantly being updated) (16 pre-set quests included) Command: Chat commands: /quest.saveposition - saves a custom position (available only to administrators). /quest.saveposition.outpost - saves a custom position within the bounds of a peaceful town (available only to administrators). /quest.tphouse - teleport to a building (available only to administrators). Console commands: xdquest.stat - publishes statistics. xdquest.player.reset [steamid64] - Clears all of a player's missions and everything associated with them. Configuration: Discord  -  DezLife Website editor  -  xdquest.skyplugins.ru
4.5
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I can confirm Mankus. Wrecks is a cool nice guy 🙂 this plugin works well, I also got others like the trapper. thats huge and fits so well to my server concept
Been using for over a year now. Completely changed how players build and gives them more places to build their tacky farms that don't become an eyesore.
Adds so much depth to your server right out of the box. We now use only maps with BetterNpc profiles. ❤️

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