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Contracts is a time-rotating quest system plugin that allows you to create versatile quests/missions that rotate periodically.
Each contract can have one or more objectives, with multiple objective types to choose from. It doesn't stop there: each objective can be augmented with objective conditions, which add additional requirements in order to progress it. This allows you to define versatile and unique quests:
You could have quests as simple as "Kill 5 scientists"...
or a little bit more challenging quests like "Kill 5 scientists with an assault rifle"
or have crazy requirements like "Kill 5 scientists, with an assault rifle OR an MP5, between 25-50m away, while being below 20 HP, while wearing a bandana and riding a horse". The possibilities are endless!
Not just another quest plugin
Most quest plugins hand out static, repeatable, single-objective quests with no cap on how many you can have active at once and no deadline on finishing them. Players end up completing them passively in the background without ever engaging with the system, like achievements.
Contracts turns these side-quests into main quests by putting them on a timer. A limited set of contracts is live at a time, each with a real deadline you define, so players have to decide what to prioritize rather than mindlessly clear a checklist. That's what keeps players logging back in throughout the wipe, when they'd otherwise burn out once progression stalls.
Contracts also supports multi-objective quests with layered conditions (requirements), so a single contract can demand more than "kill 10 scientists." Simple objectives stack into real challenges.
Features (Lite)
The following are the limited features of the Lite version. See the Full version's page for the full feature set. Read more about the Lite edition on the website.
Highly customizable quests/missions to help you build your unique set of goals and control difficulty beyond just progression amounts required.
Control the flow and order of how contract objectives can be completed.
5 objective types to vary gameplay across your server
5 objective condition types to add as many layers of challenge that you want to your objectives
Customizable categories and their rotation period, with the possibility to disable rotations altogether and manually control when contracts rotate.
Clean and customizable UI for browsing and tracking contracts.
Leaderboard to rank your whole server by Contract Score.
(limited) Event logging with JSONL format support
Powerful Web editor to make editing your configs a breeze and viewing insightful charts on your JSONL logs
Quick Links
⭐Full Edition
🗨️Discord Server
📄Full Documentation
✏️Web Editor
🧭Roadmap
Full Plugin Documentation
Contracts is a very large plugin with a growing number of features. Documenting everything on the Codefling plugin page (here) can be very intimidating, inconvenient to read/search and drive new users away when they see a wall of text. For these reasons, I've created a structured, digestable and detailed documentation website with guides for new Contracts users! Check it out:
https://www.rustcontracts.com
Web Editor
Nobody wants to be writing complex JSON structures by hand! Head to the Web Editor at https://editor.rustcontracts.com , drop your data configs and start editing your configs in a convenient UI. The quality of the editor and its extensive features are on par with the quality of the plugin! This isn't just simple forms and inputs.
Editor Features
Convenient UI: Edit all your contracts, categories and presets in a Web-based UI. No manual JSON editing required.
Rich Editing Experience: Validation, undo/redo from anywhere, ID refactoring, autocomplete fields, optional raw JSON editing and more QoL features.
Data Persistence: Save snapshots of your configs and restore or download them at a later time (data saved in your browser).
Advanced Data Importing: You can import entire data files or choose parts of them to merge into your working config. This makes importing new default contracts or shared contracts into your existing config a breeze.
AI Generated Contracts: Use the prompt given by the editor in ChatGPT/Claude and paste its response into the editor to generate a contract.
Command Palette: Easily navigate through contracts, categories, presets from anywhere in the editor through the command palette.
Stats: View your JSONL logs in pre-made charts to gain insights into your contracts, such as pacing and reward balance.
Discord
Join the official Discord server for support, announcements and more! https://discord.rustcontracts.com
$47.00
🗺️ BAM BRAWLIA • hi-performance 3.8K map • 22,000 prefabs
Race the figure-8 super-track that cuts the entire map, corner to corner, train line locked in parallel for full Convoy & ArmoredTrain support. Raised highways meet above Bandit Camp and Outpost, elevated carparks ready for instant exit. A dense zip-tower grid stitches the terrain, complete with heli-panic rooms in each, while mountain ziplines drop you into through-tunnels that cross in three deep underground zones. Four of the zipline towers are safe zones, clustered around the center of the map.
"Welcome to Bam Brawlia. Enjoy long figure-of-8 racing track with parallel trainline."
Deep canyons, swamp marshes, freshwater lakes, island chains and wide sea rivers linked by multiple road bridges give you every kind of building spot – shoreline woodlands, inland lakes, steep hillsides and true mountain fortresses. Main monuments stay comfortably spaced behind FPS-friendly hills for clean performance. Along the great figure-8 you’ll find a spread of custom medium roadside buildings perfect for low-tier loot runs and quick cover when the Patrol Heli swings by. Recyclers are everywhere.
• Raised roads feeding the massive figure-8 circuit
• Zip-tower network with heli-panic rooms
• Full road/rail support for Convoy & ArmoredTrain
• High roadside recycler density of mini-monuments
• Four ziptower safezones within central area
• Straight, fast roads with sweeping bends for rapid transit
⚠ Required dependencies: Umod/Oxide + RustEdit DLL
THIS MAP IS MADE AND MAINTAINED WITH RUSTEDIT. Use RustEdit to make and changes or add prefabs. Using the new RustEdit2 may cause map faults. At some time I shall make these work for RE2 but for now just stick to RE for altering any features. Any problems? Please advise.
-- Nomad Rush
🌴 LOST in RUST https://discord.gg/THf6dGN8eW
$36.99
Fight through generated trap rooms and bosses against the clock, earn loot keys and climb the weekly leaderboard.
Trials is a solo gauntlet event for Rust. A player pays an entry fee and is moved into a private arena built in the sky, then fights through procedurally generated rooms and boss arenas against the clock. Each cleared room offers three random buffs for the next one. Keys drop along the way and open bronze, silver and gold crates with loot you configure.
Every run counts toward two leaderboards: a weekly challenge that resets on a fixed day with a countdown on screen, and a general ranking that covers the whole wipe. Players are ranked by how many rooms they cleared, and players who cleared the same number are ranked by total time, so the fastest full clear takes first place.
Players never risk their own gear. Their inventory and position are saved on entry and restored when the run ends, whether they clear it, fail or walk away. Every player gets their own arena, so several players can run Trials at the same time.
The default setup runs 16 rooms over 5 difficulty tiers: 11 normal rooms and 5 bosses, drawn from 20 room files and 5 boss files with no repeats inside a run.
Every room and boss is its own JSON file, so you can change the included ones or write new ones. Edit a room to change its size, challenges, lighting, timer, damage, loadout and key rewards; edit a boss to change its arena, health and skills. Add a file to create a new room or boss. Admins load the changes with /trials.rooms.reload, without reloading the plugin, and test any room or boss on its own with /tri <room name>.
How a run works
The player types /trials. The entry screen shows the entry cost and a Start Trial button.
The plugin builds a room at a height of 500 m over a random point on the map, away from monuments, safe zones, other Trials rooms and Raidable Bases or Abandoned Bases events, and moves the player into it.
The player wakes up with the room's loadout. The room timer starts when they break the twig wall at the entrance, or automatically after 5 minutes.
A normal room is cleared by picking up every glowing present before the timer runs out. Presents lie in the open, inside rotating rings of animals, fire or spikes, and behind code-locked doors.
A boss room is cleared by killing the boss before the arena timer runs out.
After each clear the player picks one of three buffs and presses Next within 5 minutes. The next room is built while they wait.
The run ends when honour reaches zero, a timer expires, the final boss dies, or the player leaves or disconnects. A results screen shows the outcome and the new leaderboard position.
Included content
Rooms
Each room always uses the challenges in the third column and rolls its remaining slots from the fourth, so the same room plays differently from run to run.
Tier
Room
Always
Can also roll
1
Burning Cellar
NPCs, fire sequences
Fire circles, flame turrets, mines
1
Rigged Workshop
NPCs, lasers
Gun traps, spike circles, grenades
1
Scarecrow Cellar
NPCs
Fire circles, spike sequences, mines
1
Wild Pasture
NPCs, roaming animals
Gun traps, spike sequences, mines
2
Crucible
NPCs, fire sequences, spike sequences
Mines
2
Howling Kennel
NPCs, roaming animals
Gun traps, spike sequences, mines
2
Powder Keg Den
NPCs, animal circles, mines
Roaming animals
2
Shock Ward
NPCs, lasers
Gun traps, spike circles, grenades
3
Blackout Foundry
NPCs, fire circles, fire sequences
Lasers, spike circles, grenades
3
Ember Refinery
NPCs, flame turrets, fire sequences
Gun traps, fire circles, mines
3
Mine Warrens
NPCs, fire circles, spike sequences, mines
Gun traps, grenades
3
Ossuary Pit
NPCs, animal circles
Lasers, spike sequences, grenades, mines
4
Firestorm
NPCs, flame turrets, fire circles, fire sequences
Grenades, mines
4
Impaler's Keep
NPCs, spike circles, spike sequences
Gun traps, lasers, mines
4
Meat Grinder
NPCs, gun traps, spike circles
Spike sequences, grenades, mines
4
Siege Line
NPCs, gun traps
Flame turrets, lasers, grenades, mines
5
Apex Den
NPCs, animal circles, roaming animals, mines
Gun traps, spike sequences, grenades
5
Demolition Yard
NPCs, gun traps, mines
Flame turrets, lasers, spike circles, grenades
5
Final Gauntlet
NPCs, roaming animals, fire sequences, spike circles
Gun traps, lasers, grenades, mines
5
Sleepless Bunker
NPCs, lasers, spike sequences
Gun traps, spike circles, grenades, mines
Bosses
Boss
Tier
Arena
Health
Skills
Beastmaster
1
Square
1,400
Melee, Grenades, Animal Summon, Spike Cage, Bull Charge
Plaguemother
2
Ring
2,600
Melee, Animal Summon, Bee Swarm, Toxic Cloud, Melee Minion Squad, Spike Cage, Bull Charge
Stormcaller
3
Cross
5,000
Melee, Electric Strike, Lightning Lances, Storm Orbit, Spark Barrage
Pyrelord
4
Pillars
8,000
Melee, Molotovs, Meteor Shower, Flame Wave, Inferno Orbit, Moving Rings
Omega Collector
5
Twin Halls
11,000
Melee, Grenades and Molotovs, Meteor Shower, Flame Wave, Melee Minion Squad, Eye Laser, Toxic Cloud, Electric Strike
Default progression
Tier
Normal rooms per run
Boss
1
1
Beastmaster
2
2
Plaguemother
3
2
Stormcaller
4
3
Pyrelord
5
3
Omega Collector
The number of tiers, the rooms per tier and whether each tier ends with a boss are set in the main configuration.
All rooms and bosses are files in oxide/data/Trials/Rooms. A file with a Boss section loads as a boss arena; any other file loads as a normal room. /trials.rooms.reload validates every file, skips invalid ones with the reason in the server log, and reports progression problems such as a tier with no rooms or too few files to fill a run without repeats.
Honour instead of health
Inside a Trial, hits do not reduce health. Every source of damage (traps, NPCs, animals, explosions, boss skills, wrong door codes) drains a 1,000-point honour bar instead, and the run ends at zero. Hunger, thirst, bleeding, wetness and temperature are held at safe values for the whole run.
Clearing a room restores 100 honour by default before the next one.
Damage per source is set per room: fireballs, landmines, grenades, NPC melee, NPC projectiles and each of the 14 animal types.
Explosion damage falls off with distance from the blast.
Boss arenas
A boss file defines the arena, the player loadout, the key rewards and the boss itself.
Arena
5 layouts: Square, Ring, Cross, Pillars and Twin Halls.
Duration in seconds and time of day (any hour from 0 to 23, or unchanged).
Lighting: 5 ceiling, 7 wall and 6 floor light types, each optional (up to 16 wall and 16 floor lights), plus an optional centre torch.
Boss
Health, opening grace period, chase speed and clothing with skins.
The fight has three phases. At 70% and 35% health the boss's skill cooldowns drop by 15% and 25%. With Animal Summon enabled, it also howls at each threshold and summons a wave of animals (wolf, tiger, panther or bear).
While it howls or recovers from its ring attack, it takes extra damage (1.5x by default).
A boss health bar with configurable anchor, offset and size.
18 skills, each with its own toggle and timings
Skill
Effect
Melee
Weapon strikes in a set range and cooldown
Throwables
Grenades, molotovs or both in alternation; molotovs leave ground fire
Animal Summon
Animal waves at the start of the fight and at 70% and 35% health
Bee Swarm
A swarm orbits the boss and damages the player when close
Moving Rings
Up to 4 pulsing damage rings drift across the arena, each with a safe opening
Electric Strike
Telegraphed strike, followed by electric fields that move through the arena
Lightning Lances
Three volleys of telegraphed lightning lines
Storm Orbit
Sparks orbit the boss
Spark Barrage
The boss throws spinning sparks that travel across the arena
Bull Charge
Telegraphed charge with knockback
Meteor Shower
Meteors fall and leave ground fire
Flame Wave
A line of fire eruptions advances step by step
Inferno Orbit
Fireballs circle the boss
Spike Cage
Spikes rise in a ring around the player with one exit gap
Toxic Cloud
A drifting toxic cloud
Melee Minion Squad
Short-lived melee minions
Portal Ambush
The boss opens a portal where the player is heading and teleports there, damaging and knocking back the player if they are still in range
Eye Laser
A 40 m beam that tracks the player with a delay and a turn-speed limit
Portal Ambush is available for your own bosses; the five included bosses leave it off.
Buffs
After each cleared room the player picks one of three random buffs. The buff lasts for the next room. Every buff can be disabled, renamed and given its own value range.
Buff
Default effect
Movement Speed
+15% to +30% movement speed
Restore Honour
+40 to +100 honour
Reduced Damage Taken
20% to 45% less honour lost
Higher Chance of Receiving Keys
Key drop chances raised by 25% to 100%
More Time
Room timer extended by 15% to 35%
Increased Damage Dealt
+20% to +50% damage
Invulnerability
5 to 10 seconds without honour loss once the timer starts
Bronze Key / Silver Key / Golden Key
One guaranteed key of that tier
Explosion Protection
35% less explosion damage
Chance to Not Lose Honour
15% to 30% chance to ignore a hit
Honour Bonus per Kill
+1 to +4 honour per kill
Survivor's Luck
Cheat death once: at zero honour, restore 100 to 200 instead
Keys and crates
Keys drop from:
Clearing a room or a boss (one roll per room, chances set in each file).
Killing NPCs, circle animals and roaming animals (chances set per challenge).
The guaranteed key buffs.
Keys are saved the moment they drop, so failing a later room does not take them away. By default, keys reset on a new wipe. /trials.keys opens the key inventory with three crates. Opening a crate spends one key and shows the items won.
Each tier has its own loot file with minimum and maximum different items. Every entry has a loot chance, amount range, custom name and skin.
Use economics or serverrewards as the shortname to pay out Economics or ServerRewards points.
If too few entries pass their roll, the crate tops up from the highest-chance entries to reach the minimum.
Crate art comes from bronze.png, silver.png and gold.png in oxide/data/Trials/Images; the item icon is used if an image is missing.
With trials.loottable.view, players see an info button that lists the crate's possible items. With trials.loottable.details, the list also shows each item's chance and amount.
Leaderboards
Weekly: resets on a configurable UTC day and hour (Monday 00:00 by default), numbers each week ("Weekly challenge #3") and shows a countdown. Players starting a run close to the reset get a warning.
General: covers the whole wipe and can reset automatically on a new save.
Top 100 per tab with rank, player, rooms, difficulty reached, bosses defeated, kills and total time.
Ranking: players who finished every room come first, then the rest by rooms cleared; ties go to the fastest total time. Only each player's best run counts, and the room in progress when the run ends is not counted.
The results screen at the end of a run shows why it ended, rooms cleared, difficulty reached, active play time, honour left, NPC and animal kills, presents collected, keys earned and the change in leaderboard position.
Room challenges
Each room file lists 13 challenge types with an inclusion chance, plus the number of different challenges the room uses. Challenges set to 100% are picked first; the remaining slots are drawn by weight from the rest.
Challenge
What the player faces
Main settings
Toxic Zones
Zones that switch between active and safe phases
Count, radius, active / safe / grace seconds, honour per second
Gun Trap
Shotgun traps that fire while the player stands in front of them
Count, damage per shot, fire interval, range, spread, aim at head
Flame Turret
Flame turrets around the room
Count, range, damage per second, flame and cooldown seconds
Laser
Laser emitters, optionally alternating low and high beams
Emitter count, active / safe seconds, damage, damage interval
NPC
Ranged scientists and melee scarecrows spawning during the room
Total and max alive, first spawn delay, spawn warning, distance from player, health, speed, aim error, strafing, wear items, weapons, glow light
Animal Circle
Animals running in a circle around a present
Health, occupancy, speed, attack range, key drop chances
Animal Roaming
Animals roaming the room and the locked closets
Count, health, speed, return home, key drop chances
Fire Circle
Fireballs orbiting a present
Occupancy, speed
Spike Circle
Floor spikes cycling around a present
Occupancy, speed, damage, damage interval
Fire Sequence
Rows of 3 to 4 tiles where fire rises step by step, in waves
Row length, step interval, raise height, occupancy, rest between waves
Spike Sequence
The same pattern with floor spikes
Same as Fire Sequence, plus damage
Grenade
F1 grenades thrown at the player on a timer
Delay, minimum and maximum per throw
Landmine
Buried landmines
Occupancy, minimum and maximum count
Toxic Zones is available for your own rooms; the 20 included rooms leave it off.
Animal circles and roaming animals draw from 14 types: bear, bull, cow, female and male calf, sheep, lamb, boar, chicken, stag, wolf, panther, tiger and crocodile. Setting an animal's damage to 0 removes it from that room. Ranged and melee NPCs can return to their post when they lose sight of the player, and ranged NPCs strafe after shooting for a set time.
Room generation
New layout every run. The floor plan is a random connected grid sized by the room file (1 to 10). Rooms that only use lasers get a winding corridor instead.
Random look. Each room rolls one of 10 grade and skin combinations across wood, stone, sheet metal and armored, including the shipping container skin in 16 colours.
Lighting modes. Normal, Fire, Dark, Random or Flicker, with configurable dark time, flash length and flashes per burst. Flashlight entries in the loadout are only handed out in dark rooms.
Time of day. Each room can force an hour from 0 to 23 for the player inside it, or leave the server time unchanged.
Locked doors (0 to 10). Side closets hold a present behind a code lock. The player presses the button next to the door and its counter shows the 4-digit code one digit at a time, then enters the code on a keypad screen. A wrong code shocks the player for 5 honour, and the code changes every time a door opens.
Loadout per room. One weapon is picked by weight (entries at 100% always win) with its own ammo amount, and every extra item rolls its own chance. Custom names and skins are supported. The loadout goes on the belt or into a starter box.
Interface
Entry screen with the cost items (item icons, or a 3-letter currency label for Economics and ServerRewards).
In-room HUD: honour bar, presents left, time left, room progress ("Room 4/16 - Boss next"), difficulty stars, keys earned this run and the active buff.
Room name banner on entry, with configurable duration.
Buff selection cards after each clear, with Next and Stop buttons.
Keypad screen for locked doors.
Key inventory, crate loot table and loot result screens.
Weekly and general leaderboard tabs.
Results screen.
Server protection
Inventory, active tea effects and position are restored when the run ends, including on disconnect, plugin unload and server shutdown. If the next room fails to build, the plugin makes up to 6 attempts; if all fail, the run ends and the player is restored.
During a run players cannot craft, build, deploy, open backpacks or drop their active item. The patrol helicopter ignores them.
A configurable list of chat and console commands is blocked during a run (teleports, homes, kits, shop, remover and others by default).
Other players cannot teleport into an active room or pick up presents in someone else's room. Leaving the room's bounds ends the run.
Traps and room walls cannot be damaged or looted. NPC and animal corpses are removed without loot. Room landmines only go off for players in a Trial.
Trials unlocks 60 minutes after a wipe by default, and each player has a 10-minute entry cooldown.
Room construction is spread across frames with an 8 ms budget per frame, dropping to 3 ms when server FPS falls below 15. Cleanup runs in batches the same way.
Installation
Put Trials.cs in oxide/plugins.
Copy the included data to oxide/data.
Give players access: oxide.grant group default trials.join.
Review oxide/config/Trials.json, mainly the entry cost, progression, cooldown and wipe settings, then reload the plugin.
Integrations
None are required. The default entry cost is 1,000 scrap plus 1,000 Economics; without Economics installed, the Economics part is hidden and only the scrap is charged. ServerRewards costs work the same way.
Plugin
Use
Economics
Entry cost and crate rewards
ServerRewards
Entry cost and crate rewards
Raidable Bases
Rooms never spawn inside its event areas
Abandoned Bases
Rooms never spawn inside its event areas
Event plugins that call OnEventJoin are told the player is busy while a Trial is running.
API
object IsTrialsEventPlayer(BasePlayer player) // true while the player is in a Trial, otherwise null
Permissions
Permission
Description
trials.join
Start a Trial
trials.bypass.cooldown
Ignore the entry cooldown
trials.bypass.cost
Enter without paying the entry cost
trials.bypass.blockedcmds
Use blocked commands during a run
trials.loottable.view
See the possible items of each crate
trials.loottable.details
See each item's chance and amount in the loot table
trials.admin.resetleaderboard
Reset both leaderboards
trials.admin.resetkeys
Reset every player's keys
trials.admin.givekeys
Give keys to a player
trials.admin.rooms.reload
Reload and validate room and boss files
trials.admin.testroom
Start any room or boss directly with /tri
Server admins can use the admin commands without these permissions.
Commands
Players (chat)
Command
Description
/trials
Open the entry screen
/trials.leaderboard
Open the leaderboard
/trials.keys
Open the key inventory and crates
/trials.leave or /leavetrial
Leave the current Trial
Admins
Command
Description
/tri <room name>
Start a single room or boss to test it
/trials.rooms.reload
Reload and validate room and boss files
/trials.givekeys <player> <bronze|silver|gold|all> <amount>
Give keys of one tier, or of every tier
/trials.givekeys <player> <bronze> <silver> <gold>
Give several tiers at once
/trials.resetleaderboard
Reset both leaderboards
/trials.resetkeys
Reset every player's keys
<player> accepts a SteamID or an online or sleeping player's name. b, s and g work as short tier names.
trials.rooms.reload, trials.givekeys, trials.resetleaderboard and trials.resetkeys also work from the server console and RCON with the same arguments.
Menu buttons and key binds
Command
Opens
trials.show.entry.ui
Entry screen
trials.show.leaderboard.ui [weekly|general]
Leaderboard tab
trials.show.keys.ui
Key inventory
Languages
15 languages are included: English, Brazilian Portuguese, Russian, Simplified Chinese, Ukrainian, German, Spanish, French, Dutch, Italian, Turkish, Romanian, Korean and Catalan. Each player sees Trials in their own game language; players whose language is not included see the server's default language, or English. All messages and buttons can be edited in the language files.
Data files
Path
Contents
oxide/config/Trials.json
Main configuration
oxide/data/Trials/Rooms/*.json
Room and boss files
oxide/data/Trials/Loot/bronze.json, silver.json, gold.json
Crate loot tables, created with defaults if missing
oxide/data/Trials/Images/bronze.png, silver.png, gold.png
Crate artwork
oxide/data/Trials/PlayerKeys.json
Key balances
oxide/data/Trials/PlayerStats.json
General leaderboard
oxide/data/Trials/WeeklyLeaderboard.json
Weekly leaderboard
Our Discord
Manage players, permissions and plugins from inside the game
PowerfulAdmin is an admin panel you open inside Rust. Fifteen pages in the sidebar cover players, items, permissions, plugins, the live console, ConVars, a working server map and your own buttons. Four more tools work out in the world, on whatever you are looking at. Every page and every action has a permission of its own, so a junior moderator can use only what you grant. The panel is translated into seven languages
Tip
/padmin opens it. After that it is point and click, or a key you bound yourself
New in 1.3.0: six things this version adds
Items page
Hand out items without opening a player card. Search the whole list, filter by category, pin favorites, fill a cart and give it to one player or to several at once. The i button opens an item's reference card: shortname and ID, stack size, the crafting recipe with workbench and craft time, and what it breaks down into in the green, yellow and red recycler
Map clusters
Markers that sit close together merge into one icon with a count and split apart again as you zoom in. Any cluster opens a list of what is inside, vehicles, shops and events included. A row selects the player, opens the object menu or teleports you. If you want every marker on its own, the Clusters switch next to the zoom buttons turns merging off
Permissions page
Search by a plugin's name and you get all of its permissions. A click on a plugin block's header folds it away. Every group shows how many players are in it, and the count opens the member list
Seven languages
German, Spaninh, French, Brazilian Portuguese and Simplified Chinese join English and Russian. With LangAPI installed, item names and descriptions follow each admin's game language too
Update check
A Check Updates button on the Plugins page runs the UpdateChecker plugin. A plugin with a newer version shows the old and new version on its card, and a click on the card opens the update link
Heal and Vanish
Heal has a Full mode: one click revives a wounded player, restores full health and refills food and water. Vanish has an optional switch that also turns noclip off when you leave Vanish
The sidebar: fifteen pages, plus add-on sections
The panel reopens on the page you left. Add-ons appear in the same sidebar, use the same permission system and follow the theme the admin picked
Main
Tools
Management
Add-ons
Dashboard
Vanish
Permissions
Bans (DLC)
Live console
ESP
Logs
Freeze (DLC)
Players
Server map
Plugins
Whitelist (DLC)
Items
Binds
ConVars
Quick buttons
Appearance
Settings
Your own sections can go here too, through the API described at the bottom of this page
Out in the world: tools that work on what you look at
A lot of moderation happens in front of a base, a player or a locked crate. Four tools work right there, and none of them needs anything installed on the admin's client
Vanish
Vanish takes you out of networking, colliders, entity queries and the game's own AI target list. NPCs stop shooting and forget you were standing there. Radiation, cold, wetness, hunger, thirst and drowning stop affecting you, and Vanish puts everything back as it was when you switch it off. A silhouette for other admins, auto vanish on connect, opening locks and turning noclip on with Vanish are all optional, and each has a permission. Another switch, Turn off noclip with vanish, turns noclip off when you leave Vanish
Admin hammer
Hold a hammer, look at anything, and the HUD reads out the owner, position, health, upkeep, power, who is authorized, the code lock codes and what is in the container. Hold E to pick an action from the radial menu, then Shift+LMB runs it: delete, delete with gibs, delete the whole linked structure, edit the container contents, or on a hackable crate unlock it now and set its timer to any value you type
Inspect
Look at a player and act on them without typing a name. E opens their inventory, RMB opens their full card. An on-screen hint shows which key does what
Server ESP
The server draws it with the engine's own debug draw and sends it only to admins who hold the permission. Players and sleepers carry their name, HP and held item. Loot, boxes, cupboards, bags, traps, stashes, NPCs, scientists, turrets and vehicles each get their own colour. You set the radius, the opacity and the text size, and enemy, team and admin are coloured apart
The player card: one card per player, awake or asleep
The Players page is a searchable, paginated list of everyone the server has seen. The card holds the SteamID, live status, current session and total playtime, total Rust hours from the Steam API, groups, first and last seen, the balance if you run an economy plugin, and the IP behind a permission of its own. The actions sit below
Heal Kill Strip Kick Ban Freeze Mute Teleport Inventory Spectate Give Blueprints Modifiers Vitals Permissions Notes Show on map
Each of these has its own permission.
Note
Give works as a cart. Search the item list, stack up what you want, edit any quantity by clicking the number, then send the lot. The Items page has the same cart outside the card and can give to several players at once. Heal has a Full mode: one click revives a wounded player, restores full health, clears bleeding, poison, radiation and wetness and refills food, water and oxygen. Vitals reads the real limits off the prefab, so a raised max HP or a frozen metabolism survives death, respawn, reconnect and wipe
The map, drawn inside the panel
The map covers the island and the Deep Sea, with zoom. Each layer has its own switch, so the map shows only what you turn on
Layers
The layers are players, sleepers, cupboards, bags, stashes, cars, horses, air, shops, events and map notes. Cars, boats, submarines, trains, horses and player helicopters each have their own icon and an arrow showing where they are heading. The cargo ship, the cargo plane and the chinook are on the map with the rest
Clusters
Markers that sit close together merge into one icon with a count badge, so a crowded base or a busy spawn is not a pile of overlapping dots. Players, sleepers, notes, cupboards, bags, stashes, vehicles, shops and events all cluster, and the groups split apart as you zoom in. A click on any cluster opens a list of up to ten rows plus an "and N more" line. A row selects the player, opens the object menu or teleports you to the note. Rows for cars, horses, air, shops and events show the layer, the prefab or shop name, the owner if there is one and the grid square. With the map teleport permission a click on such a row takes you there. Without it the panel dims those rows. The badge gets an accent outline when the player you picked, their teammate or something that player owns is inside. Every clickable marker has a click area of at least 28 by 28 pixels, however small the icon. The Clusters switch next to the zoom buttons turns merging off and draws every marker on its own. It is on by default, and each admin's choice is saved
Click an object
Cupboards, bags and stashes open a menu that names the owners and shows their Steam avatars. From there you can teleport to it, open its inventory from where you are standing, or destroy it behind a confirmation. Each of the three actions has a separate permission, so a moderator can be allowed to look without being allowed to delete
Heat
PVP and raid heat build up from real kills and from explosive damage that landed, over a time window you set. The map shows where players are fighting and raiding right now
Side panel
Next to the map there is a player search and a card for whoever you picked, with the same actions as the full player card. Hold Shift and place a map note to teleport straight to it
Server control: console, permissions, plugins, ConVars and logs
Live console
The console shows server output as it happens, filtered by category, with a command line and history. It can be switched off entirely for everyone in Settings
Permissions
The page lists every permission on the server, grouped under the plugin that owns it. Toggle per user or per group, create and delete groups, set a parent group, and search across thousands of entries. Search by a plugin's name to get all of its permissions, and fold any plugin block away with a click on its header. Each group shows how many players are in it. The count opens the member list with avatars, online status and a name filter, where a click on a member opens their card and the cross takes them out of the group. PowerfulAdmin's own permissions can be locked so nobody edits them from inside the panel
Plugins
Load, unload and reload anything on the server, then open its config and language files as a form and edit them without touching the filesystem. Editing is a separate permission from reloading, so an admin can restart a plugin without being able to rewrite it. With the UpdateChecker plugin installed, Check Updates puts the old and new version on the card of every plugin that has an update, and a click on that card opens the link to copy
ConVars
Edit server ConVars, grouped and searchable. The panel keeps them in its own cfg file and applies them again on boot, so your values survive a restart
Logs
The log records commands, chat, joins, leaves, errors and warnings, colour coded and capped at a number you choose. Companion plugins write into the same log through the API.
Make it yours: buttons, binds, themes, storage and Discord
Quick buttons
Quick buttons turn your own console commands into buttons, each with an icon, a colour, an optional confirmation and a permission of its own. You decide where a button shows up: the player card, the map, the dashboard or the floating widget
Binds
The Binds page has ready bind lines for the panel, Vanish, god mode, noclip, ESP, the hammer, inspect and the map. Type the key you want, select the generated line, Ctrl+C, paste into F1. One key toggles both ways
Appearance
Each admin picks one of three themes: Rust, Midnight or Plum. Fonts are picked per slot, the window can be dragged, and the ESP text size is adjustable. Fonts without Cyrillic are marked in the picker
Notifications
Panel messages go through Notify or NCP if you have either installed, or through chat, or you can turn them off. You pick the provider in Settings and the add-ons follow it
Storage
SQLite is the default and needs no setup. MySQL is there for networks that share data between servers, JSON for people who prefer files. Moving between them is one click in Settings and the data comes along
Discord
An optional companion plugin ships in the same archive. It has a two way chat relay, feeds for bans, actions and errors, a bot with a live status line, and roles that decide who may run commands from Discord. You set it up in game, without editing a config file
Permissions: twenty eight for pages and features
You can give a trial moderator only Vanish and the player card, and give a head admin all of them. The panel greys out what an admin cannot reach instead of hiding it, so nobody has to guess why a page is missing
Permission
What it does
powerfuladmin.use
Open the panel at all
powerfuladmin.players
Player page and player cards
powerfuladmin.items
Items page
powerfuladmin.map
Map page
powerfuladmin.map.teleport
Teleport to an object on the map
powerfuladmin.map.loot
Open an object's inventory from the map
powerfuladmin.map.remove
Destroy an object from the map
powerfuladmin.esp
ESP page and the overlay itself
powerfuladmin.vanish
Vanish
powerfuladmin.vanish.unlock
Open locked doors and boxes while vanished
powerfuladmin.hammer
Admin hammer
powerfuladmin.hammer.codes
See code lock codes in the hammer HUD
powerfuladmin.hammer.loot
Edit container contents with the hammer
powerfuladmin.plugins
Plugin page, load and reload
powerfuladmin.plugins.edit
Edit plugin configs and language files
powerfuladmin.economy
See a player's balance
powerfuladmin.economy.edit
Change a player's balance
powerfuladmin.console
Live console page
powerfuladmin.perms
Permission manager
powerfuladmin.logs
Logs page
powerfuladmin.convars
ConVar editor
powerfuladmin.quickbuttons
Create and edit quick buttons
powerfuladmin.settings
Settings, storage and Discord
powerfuladmin.godmode
God mode toggle
powerfuladmin.noclip
Noclip toggle
powerfuladmin.viewip
Reveal player IP addresses
powerfuladmin.candisablevitals
Choose which status badges (Vanish, ESP, God, Noclip) show in your HUD
powerfuladmin.countableondashboard
Counts toward the admins online figure
Tip
On top of that, every action in the player card carries powerfuladmin.player.NAME, and every quick button you create carries powerfuladmin.quickbtn.NAME. You do not have to grant them one by one on day one: pa.setup <steamid or name> in the server console hands a player the whole set at once
Commands: one in chat, three in console
These four are the only commands, and the console ones are mainly there for key binds
Command
What it does
/padmin
Open the panel
pa.open <page>
Open the panel straight on a page, for example pa.open map
pa.toggle <feature>
Flip vanish, god, noclip, ESP, hammer or inspect. Called without a value it toggles, so one key does both directions
pa.setup <steamid|name>
Grant the full permission set to a player, once, on install
Install
Put the plugin into your plugins folder. It loads and writes a clean config on its own. Oxide and Carbon both work
Run pa.setup with your name or steamid once in the server console
Type /padmin in game to open the panel
Optional, later, in Settings: switch to MySQL, connect Discord, add a Steam API key for Rust hours, and copy your binds out of the Binds page
Optional, any time: install LangAPI for item names in each admin's game language, or UpdateChecker for the Check Updates button. The panel finds them on its own. Without LangAPI item names stay in English, and without UpdateChecker the button tells you it is missing
Add-ons: Bans, Buttons, Freeze and Whitelist, sold separately
Three companion plugins drop into the sidebar and share the card, the permissions and the storage backend
Note
Everything above this section works without them.
PowerfulBans
It keeps timed and permanent bans in its own database, with reason templates, per role duration caps, ban history and login enforcement. It also runs on its own, without the panel.
PowerfulFreeze
Freeze a player where they stand while you talk to them, from the card, the map or the world, with live countdowns and three freeze modes.
PowerfulWhitelist
Whitelisting for closed servers, with JSON, SQLite or MySQL storage and standalone commands of its own.
Before you buy: common questions
Will it lag my server?
It is designed to keep the load low. Objects are pooled and buffers reused, only the element that changed repaints instead of the whole panel, saves are debounced, state is cached behind signatures, and ESP, inspect and the map run on intervals you can tune. None of it runs for an admin who is not using it
Can a junior moderator abuse it?
Only within the permissions you give them. Every page has a permission, every action in the player card has one, every quick button you make has one, and the plugin's own permissions can be locked so they cannot be edited from inside the panel
Do I need a database?
No. SQLite is the default and needs no configuration. MySQL is there for networks that want shared data, JSON for people who like plain files, and moving between them is one click in Settings
Do I have to set up Discord or a Steam API key?
Neither. Discord is optional and configured in game when you want it. The Steam key only fills in the total Rust hours figure on player cards. Without it that one line reads n/a and nothing else changes
Can I manage players who are offline?
Yes. Teleport to a sleeper, heal them, strip them, edit the inventory, mute, change permissions. Only the actions that need a live connection are disabled while a player is away
What language does it speak?
Seven: English, Russian, German, Spanish, French, Brazilian Portuguese and Simplified Chinese. Each admin sees the panel in their own game language. Every string lives in a language file, so adding another locale is a translation rather than a code change, and you can do it from inside the panel. With LangAPI installed, item names follow the admin's language as well
I write plugins. Can I hook into it?
Yes, and the section below shows how
For developers: your plugin, inside the panel
Any plugin can register its own sidebar section and draw inside the panel, in the player's language and in whichever theme the admin picked. Bans, Freeze and Whitelist are built on this same public API, so every release of those add-ons uses it
[PluginReference] private Plugin PowerfulAdmin;
var definition = new Dictionary<string, object>
{
["id"] = "mystats",
["icon"] = "assets/icons/star.png",
["category"] = "nav.cat.tools",
["permission"] = "myplugin.view",
["title"] = (Func<BasePlayer, string>)(p => "My Stats"),
["hint"] = (Func<BasePlayer, string>)(p => "Kills, deaths, playtime"),
["open"] = (Action<BasePlayer>)OpenSection,
["cardRows"] = (Func<string, List<string[]>>)CardRows,
["settings"] = (Action<BasePlayer, CuiElementContainer, string, int>)DrawSettings,
["settingsHeight"] = (Func<BasePlayer, int>)(p => 180),
["popupActions"] = new Dictionary<string, Action<BasePlayer, ulong, string>>
{
["ban"] = OnBan
}
};
PowerfulAdmin.Call("API_AddSection", definition);
Only id is required. Every other key is optional, and the permission is registered for you if no plugin has claimed it yet. Read API_SectionContext on every render to get the parent layer, the body size, the padding, the player's language and the full theme palette, because the admin can switch themes while your page is open
Method
What it does
API_AddSection(def)
Register or replace a section
API_RemoveSection(id)
Unregister, call it in Unload
API_OpenSection(player, id)
Send a player to your section
API_SectionContext(player)
Geometry, language and palette for rendering
API_ReopenPanel(player)
Reopen the panel where it was
API_RefreshPlayerCard(steamId)
Repaint a player card after your data changes
API_RefreshSettings(player)
Repaint the settings page after saving a value
API_Notify(player, message, isError)
Notify through the admin's chosen provider
API_Log(message, category)
Write a line into the Logs page
API_KnownPlayers()
Every player the server has seen
API_RustHours(steamId)
Total Rust playtime from the Steam API, cached
Support, updates and feature requests
Send bug reports and feature requests to the LR Development Discord
$21.24
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.
$24.99
Procedural Dungeons for Rust
Give your players somewhere new to take their best gear.
When a portal opens, players step through into a newly generated dungeon. Inside they fight NPCs, bosses, animals and auto turrets, then collect whatever loot you’ve set up. Dungeon Events adds repeatable PvE to your Rust server. The plugin generates every layout, and a dungeon can start automatically or when a player buys one.
Six difficulty presets come included for building your server’s dungeon progression, and you can customize the encounters and rewards. Players can take a dungeon on alone or bring their allies.
6 difficulty presets · 14 construction options · Classic stone dungeons · Private purchases · Custom loot · Optional economy and XP rewards
Watch Dungeon Events in action
Fresh layouts. Familiar controls.
Every newly spawned dungeon gets a procedurally generated layout. Rooms and corridors are built by the plugin, giving players new spaces to explore while you control the difficulty, size and rewards.
You do not need to build dungeon layouts or supply CopyPaste files. Choose your settings and let Dungeon Events generate the environment.
Choose from 14 construction options: Wood, Legacy, Gingerbread, Stone, Adobe, Brick, Brutalist, Metal, Container, Armored, Jungle, Crypt, Space and Classic. Customize supported container colors, garage door skins, lighting and dungeon time of day to give different tiers their own identity.
Classic dungeons included
Turn a run into a torchlit expedition through stone chambers and branching corridors. Classic mode uses a separate layout generator, with stone floors, walls and roofs, and open passages without garage doors.
Let players choose their next challenge
Players can open /buydungeon, choose an available tier and pay with your configured currency. Enable ownership locking to reserve the dungeon for its owner and permitted allies.
Play solo or bring a team. Allow Rust teammates and, with the optional Friends plugin, friends to join.
Give currency a purpose. Charge Scrap, another item, an item with a specific skin, Economics balance or ServerRewards points.
Set the pace. Configure prices, purchase cooldowns and active dungeon limits for each tier.
Control access. Use tier permissions and delays after a wipe to decide when harder content becomes available.
Prices and availability are configurable. The screenshot shows an example setup.
From Easy to Impossible, you set the difficulty
Start with Easy, Normal, Medium, Hard, Nightmare and Impossible, then adjust each tier for your community.
Encounter
What you control
NPCs
Count, names, health, damage, clothing, weapons and weapon attachments
Boss NPCs
Separate combat settings, equipment and loot tables
Animals
Species, spawn weights, health, damage, movement and sensing settings
Auto turrets
Count, health and weapon
Dungeon layout
Construction style, room settings and lighting
Mix armed defenders with threats such as wolves, bears, tigers, panthers and crocodiles. Enable the species you want and build an encounter that fits each tier.
An in-game event HUD shows the timer and remaining enemies, containers and turrets. Defeat the enemies and destroy the remaining loot containers and turrets to complete the dungeon.
Make the rewards fit your server
Give each difficulty its own reason to be played. Configure separate loot tables for regular NPCs, bosses and loot containers, with item chances, amount ranges, skins, custom names and item text.
Use the included default loot table to get started, then tune the rewards around your server's economy.
Optional integrations add more ways to reward a successful run:
Economics and ServerRewards: configurable currency or point rewards for defeating enemies, destroying turrets and loot boxes, and completing the dungeon.
SkillTree: dungeon completion XP, with options to split the reward between eligible players or give each eligible player the full amount.
Keep events running on your terms
Enable automatic spawning for recurring content, let players purchase their own runs, or create events through admin commands.
Choose portal placement: automatic location searches or separate custom portal locations for automatic events and purchases.
Manage the map: configurable marker names, colors, visibility and spawn announcements.
Protect access: optional first-player ownership, ally access and portal protection rules for combat, building, deployables and vehicles.
Control the event lifecycle: unentered and active lifetimes, cleanup conditions and removal delays.
Shape the experience: dungeon height settings for terrain, elevated or underground placement; command restrictions; and an option to reset NPCs and animals when the last player leaves or dies.
Tune server workload: adjustable batches for building, entity spawning, cleanup and location searches, plus global and per-tier event limits.
Before you buy
Does the basic dungeon system require other plugins?
No. Dungeon generation, NPCs, the purchase menu and item-based payments are built in. CopyPaste and NpcSpawn are not required. Install optional integrations only for the features you want to use.
Can I use it for solo players and groups?
Yes. Configure encounter difficulty for your players and enable the teammate or friend access options you want. Friend access requires Friends; Rust team access is built in.
Can I offer automatic events and private purchases together?
Yes. They have separate enable settings and limits. Keep ownership locking enabled when you want access reserved to owners and permitted allies.
Does returning through a portal generate another layout?
No. Layouts are generated when a new dungeon spawns. Returning to an existing active dungeon takes players back to that dungeon.
Are translations included?
Default messages are included in English, Brazilian Portuguese, German, Spanish and Russian.
Setup and reference
Getting started on Oxide
Player commands and permissions
Admin commands
Loot files and optional integrations
Developer hooks
Add a dungeon adventure to your server's routine. Let players choose their challenge, put their gear to work and earn rewards worth preparing for.
Introducing Total Control – The Ultimate Rust Server Admin Tool
Total Control is a powerful full GUI admin plugin for Rust servers.
Whether you run hardcore PvP or relaxed PvE, Total Control gives you complete live control over every major system directly in-game, with zero config files or reloading after changes.
📅 Dynamic Schedule System:
•Plan your entire wipe and let the plugin do the work for you.
•Create up to 5 scheduled sets (plus the default) Automatically change gather rates, stack sizes, smelting, rewards, PvE/PvP mode, raid protection, and more at exact dates and times.
•Use real-world time or server time.
•Enable only the pages you want for each set everything else stays on your default settings.
•Run your server exactly how you want.
⚒️ Gather Rates & Stack Sizes:
•Full control over every item (ore, plants, crates, quarries, excavator, etc.) Quick multiplier buttons or type exact values.
•Category multipliers with individual item overrides.
•Add or remove any item instantly with chat commands.
🔥 Smelting & Cooking:
•Adjust speed, charcoal output, fuel usage, and resource output for every furnace type.
•Full control over the Mixing Table and Cooking Workbench.
🎁 Rewards System:
•Reward players for gathering, killing animals/NPCs/players, destroying barrels, emptying crates, Bradley/Heli loot, and playtime.
•Support for Scrap, Economics, and ServerRewards (use any or all three) Optional UI Notify integration with custom message styles.
⚙️ Settings Page:
•Auto or voted night skip. Time freeze, custom day/night lengths, and server date.
•PvE/PvP mode switching (manual or timed).
•Full raid protection (manual or timed).
•Offline raid protection (with adjustable cooldown timer).
•Option to disable shotgun traps, flame turrets, auto turrets, and SAM sites.
Any admin with the correct permission can open the Total Control GUI with /tc and modify everything, without requiring data file access or plugin reload. Ideal for administrators worldwide.
🔑 Permissions & Commands:
Permission: TotalControl.OpenGui
Chat Commands:
/tc Open the GUI
/addgather <shortname> /removegather <shortname> Add/Remove items to GatherRates page.
/addstack <shortname> /removestack <shortname> Add/Remove items to StackSize page.
/addreward <shortname or prefab> /removereward <shortname or prefab> Add/Remove items to Rewards page.
/raid help
/raid list List all excluded prefabs from Raid Protection.
/raid include <shortname | itemID | prefabID> /raid exclude <shortname | itemID | prefabID> Add/Remove items to or from Raid Protection.
/raid include <building.grade prefabID> /raid exclude <building.grade prefabID> Add/Remove Building blocks to or from Raid Protection.
(Shortnames list: https://www.corrosionhour.com/rust-item-list)
💬 Join the Community
Stay up to date, get support, make suggestions, report bugs, or promote your server.
🔗 https://discord.gg/AkwHUs8Qma
$20.00
Give your server any sound you want. SoundLibrary is a server-side sound library for Rust: drop .ogg files into a folder and every sound becomes instantly playable — positioned in the world, attached to players or entities, looped, streamed through vanilla networking with zero client mod or workshop upload required.
No client downloads, no upload to a workshop, no restart to pick up a new file. The plugin watches its sound folder live, caches everything in server FileStorage and streams it to clients through the game's own file-request pipeline — the exact pipeline official custom content rides on. Whether you want a raid alarm that shakes the whole map, a private voice line only one player hears, or ambient sound zones that ride along a moving object, you wire it up in one API call.
A complete playback API (19 methods) turns audio into a building block for other plugins: events, NPCs, minigames, raid notifications, proximity ambience. SoundLibrary does the hard networking part; your plugins do the fun part.
⭐ Features
No client mod, no workshop — sounds are cached in server FileStorage and streamed to clients on demand through the game's own file-request pipeline (vanilla sv_requestfile), exactly like official custom content. Everything your players hear comes from vanilla systems.
Zero-install for players — a client missing the sound simply requests it; the server answers through the same channel as official files, with the same caching, so the transfer happens exactly once per player per sound.
Drop-in sound loading — the plugin watches its data folder live: add, replace, rename or delete a .ogg and it loads or unloads within seconds. No restart, no plugin reload, no console commands to teach the server about new files.
Single sounds & multi-part audio — a root .ogg file is one sound; a first-level subfolder of numbered files (1.ogg, 2.ogg, 3.ogg…) is one long sound whose segments chain seamlessly in numeric order. Watcher events arriving out of order are re-sorted, so a growing folder always plays as one continuous track.
Positioned playback — play any sound at a world position for every connected player. One call, whole-server audio.
Attached playback — parent a sound to a player, an entity, or a specific bone, so it follows its host wherever it goes. Entity playback is heard by that entity's network subscribers and not by the rest of the map — you get proximity-correct audio for free.
Private playback — target a single player or connection: only they hear it. Ideal for personal voice lines, UI-style chimes or per-player cues without leaking to everyone else.
Looping — any playback can loop endlessly, positioned or attached, private or worldwide. Perfect for ambience and background music.
Sound zones — spawn an invisible trigger sphere at any position and radius; every player standing inside hears its sound, players leaving stop hearing it. Parent the zone to a moving object and its audio rides along frame-by-frame — roaming ambience, event perimeters, hazard areas, moving machines. A sourceOffset places the audio point anywhere inside the zone.
Built for reuse — re-entering a zone reuses the same playback instead of stacking a second one; re-saving a file with identical content does not restart audio that is already playing. Idle emitters pool back per player, so repeated plays spawn no entity churn.
Surgical stop control — stop by playback id (kills exactly one play invocation), by sound name (every instance, worldwide), by name-for-one-player, or wipe everything a player is currently hearing. Stopping by name works even after the file behind the sound was replaced or deleted.
Playback ids — every Play returns an id; IsSoundPlaying queries whether it still produces sound, StopSound takes it down, and 0 means the play was rejected — so your plugin always knows what is on air.
Hot-reload safe — a plugin reload re-reads the folder, unregistering every sound that vanished from disk so nothing ghosts on. Reloaded versions of the same file swap into the registry cleanly.
Robust by design — locked file mid-write? The watcher debounces writes and retries against transient IO locks. Watcher event buffer overflow? A full rescan re-converges the registry with the folder automatically. Corrupt or non-ogg bytes? Rejected with a logged reason before they can reach memory.
Long sounds handled — segments longer than ~36 s are clamped by rewriting the ogg granule position, so the client reports and ends the sound exactly on schedule. Longer audio simply lives in segment folders.
Invisible by nature — playback rides a vanilla client entity scaled down to nothing; players never see the machinery, they just hear the sound.
Built-in admin tooling — a live sound table (names, CRCs, per-segment durations), instant in-game test playback, and multi-form stop commands.
Dev visualization — with the client's debug.sounds flag on, a developer standing in a sound zone sees its sphere and labels drawn in world space. Tune placement without guessing.
🛠️ How it works
SoundLibrary is fully server-side, and nothing it does touches the game's server entity list:
A cassette holds every loaded sound's .ogg bytes in server FileStorage under a fixed network id, so client-side caches stay warm across plugin reloads.
On play, an invisible speaker is streamed to the target client as pure packets — it never enters the server entity list, so the game cannot save it, cull it or destroy it behind the plugin's back.
The speaker plays the audio through vanilla phone-network RPCs (the answering-machine path), the exact wire format the game itself uses.
Clients missing the bytes request them via sv_requestfile; the cassette answers with token-bucket rate limiting that mirrors vanilla's request queue and honors your server's filerequestbytespersecond, filerequestbytesburst and filerequestqueuelength settings.
The result: custom audio that behaves like official content, on stock clients, with no mods, no downloads and no compatibility patches.
🔌 API for developers
SoundLibrary is built ecosystem-first. Call it from any other plugin through Plugin.Call, or reference it directly for the full typed surface:
Playback —
PlaySoundAt(name, position, loop = false) — world-positioned playback for every connected player
PlaySoundFor(name, player, boneId = 0, loop = false) — attached to a player, heard only by that player
PlaySoundFor(name, entity, boneId = 0, loop = false) — attached to an entity, heard by its network subscribers
PlaySoundForSubscribers(name, entity, boneId, loop) — explicit subscriber playback for Plugin.Call callers
PlaySoundFor(name, connection, loop = false) — targeted at one network connection
Stop —
StopSound(playbackId) — kill one exact play invocation and all of its emitters
StopSound(name) — stop every playing instance of the sound, worldwide
StopSound(name, player) / StopSound(name, connection) — stop that sound for one listener only
StopSound(player) / StopSound(connection) — stop everything that listener currently hears
Inspect — IsSoundLoaded(name), GetLoadedSoundNames(), GetSoundDuration(name) (total across segments), GetSoundPath(name) (disk path of the first segment)
Sound zones — CreateSphere(position, radius = 5, soundName = null, loop = false, sourceOffset = default) spawns a trigger sphere and returns its GameObject for whatever your plugin does next: parent it to a moving entity, attach it to a base room, park it at an event spawn. Pass a null sound name to create a silent zone you fill in later; null parent leaves the zone standalone.
Runtime loading — LoadSound(filePath) and UnloadSound(name) load or retire sounds without touching the folder. Paths outside the sound folder or beyond the first nesting level are rejected rather than half-loaded; unloading also stops any live playback of that sound.
Playback ids: every play method returns a nonzero id on success and 0 on rejection (unknown sound, dead parent, no connection). Keep the id to IsSoundPlaying(id) a specific invocation or StopSound(id) it down surgically — even while the same sound plays several times for several players.
For in-process plugins the typed surface goes deeper: SoundManager.CreateSound() opens a builder — WithPosition / WithParent(entity, bone) / WithLoop / For / ForPlayer / ForAllPlayers / ForSubscribersOf — finished with Play. Every internal detail is handled for you: dead parents abort cleanly instead of spawning orphaned audio, emitters pool per connection across plays, disconnected players free everything their playback held, and SoundData exposes name, path, CRC, byte count and duration of every segment for plugins that want to reason about audio, not just play it.
⚡ Performance
Throttled loading — the watcher loads at most 5 files per tick and hands off work from its background threads through a single main-thread drain, so a bulk drop of 400 fresh .ogg files cannot hitch the server frame.
Vanilla-shaped transfers — per-connection request budgets refill exactly like the game's own file-request queue, a full queue drops requests like vanilla does, and one connection's backlog can never starve another player's transfers.
Memory that cleans up after itself — FileStorage entries are removed when the last sound using them unloads; identical files deliberately share one entry; disconnecting players detach their emitters and free their queues immediately.
Pooled emitters — each player keeps a slot of idle emitters reused across playbacks, so repeated SFX never pile up network entities on their client.
⚙️ Configuration — there is none
Say goodbye to config files. The folder is the configuration:
📁 data/SoundLibrary/YourSound.ogg → a sound named YourSound
📁 data/SoundLibrary/YourSong/1.ogg, 2.ogg, 3.ogg, … → a sound named YourSong, played as one ordered multi-part track. Segment files must be plain numbers; any other name is skipped with a logged reason.
That's the whole setup. No config JSON, no data file, no in-game editor to break, and nothing to migrate between versions. The folder lives in your server's data directory (carbon/data/SoundLibrary on Carbon).
📄 Commands
snd.print — print a table of every loaded sound: name, CRCs, per-segment durations
snd.play <sound> [player] — test-play a sound, attached to the given player (or the caller), and report the playback id
snd.stop — stop everything the calling player hears
snd.stop <name> — stop every instance of the named sound
snd.stop <name> <player> — stop that sound for one player
snd.stop <id> — stop playback #id (the number returned earlier by the play API)
The id form disambiguates itself: a live sound whose name happens to look numeric always wins over a playback id, so admin stops never misfire on oddly named audio.
🔑 Permissions
soundlibrary.admin — access to all snd.* console commands. Grant to admins only; regular players have no sound visibility or control.
❓ FAQ
How hard is setup?
Put a .ogg in the folder and it is playable the same second. One permission covers the admin commands. If you can copy a file, you have deployed audio.
Do my players need to install anything?
No. Sounds transfer over vanilla networking on demand; the client caches them like any official custom content. Players who already have the sound cached skip the transfer entirely.
How long can a sound be?
Any.
Can sounds move with objects?
Yes, twice over: parent playback to any entity (down to a bone) through the API, or parent a sound zone to a moving object and the zone carries its audio with it frame-by-frame. The zone does not care whether its parent is an entity or a plain GameObject.
Will it lag my server?
Loading is bounded per tick, playback rides pooled per-player emitters, transfers honor your existing vanilla request-rate settings, and nothing enters the server entity list. One huge folder loads at server pace, not at once.
What happens on a plugin reload?
The registry is rebuilt from the folder: sounds still on disk reload, sounds removed from disk vanish instead of playing as ghosts, clients with cached audio are not re-transferred, and live playback is stopped rather than left running on replaced audio.
Can several plugins play the same sound at once?
Yes — every play is an independent playback with its own id, its own target list and its own lifecycle. One plugin stopping its playback never touches another's.
🚀 Quick Start
Make sure ServerPrefabs is loaded (SoundLibrary requires it).
Drop a .ogg file into data/SoundLibrary — it is loaded and playable this second.
Grant yourself soundlibrary.admin and run snd.play YourSound to hear it, then snd.print to confirm the registry.
Wire it into your plugins: PlaySoundAt("YourSound", position) — that's the whole integration.
Update audio any time by replacing files in the folder; the watcher picks up the change while the server keeps running.
💡 What servers build with it
Event and raid drama — a map-wide klaxon the moment a raid event opens, with looping ambient score until it closes.
Private cues — a chime only the rewarded player hears; voice lines only the quest owner hears.
Living map ambience — looping shore, cave or machine sound zones parented to terrain features or moving objects.
Minigame and event soundtracks — multi-part tracks long enough for real music, chained from segment folders.
Plugin ecosystems — a sound layer your other plugins share, instead of every plugin reinventing audio.
⚠️ Compatibility notes
Requires the ServerPrefabs library plugin.
Input format is .ogg (Vorbis) only — other formats and corrupt files are rejected with a logged reason.
Sounds are heard on stock clients; nothing in this plugin asks a player to install mods, files or packs.
Sound zones react to human players; NPCs are deliberately ignored, so NPC crowds never trigger zone audio.
Support
Discord: https://discord.gg/8nztXhvgDe — bug reports and API questions welcome. Author: 0xF.
Monetize Your Rust Server
Tip4Serv is a complete Rust Webstore, Donation Store and Server Monetization platform built for Rust communities.
Create your own professional Rust server store in minutes and sell VIP ranks, kits, permissions, queue priority, items, virtual currency, subscriptions and donation packages with automatic in-game delivery.
Looking for a Tebex alternative for Rust? Tip4Serv provides a customizable storefront, automatic Rust command execution, RCON and plugin integration, Discord integration, subscriptions, multi-currency checkout and 25+ payment methods worldwide.
Create your store: https://tip4serv.com
🦀 Built for Rust Server Monetization
Turn your Rust community into a sustainable project by selling:
VIP Memberships & Ranks
Queue Priority
Kits
Item Bundles
Oxide / Carbon Groups
Permissions
Economics Money
Server Rewards Points
Virtual Currency
Subscriptions
Battle Passes
Donation Packages
Cosmetics
Supporter Packages
Monthly Memberships
Custom Products
After a successful payment, Tip4Serv can automatically execute commands on your Rust server to deliver the purchased product.
No manual delivery required.
⚡ Automatic Rust Delivery
Connect your Rust server using either:
Tip4Serv Rust Plugin
RCON
Once connected, purchases can automatically trigger Rust console commands.
Tip4Serv can work with standard Rust commands as well as commands provided by other Oxide or Carbon plugins.
This means you can integrate your store with plugins such as:
Economics
Server Rewards
Kits
Permission systems
VIP systems
Custom plugins
and virtually any other plugin exposing console commands.
💳 25+ Payment Methods
Give your players a fast checkout experience with payment methods available around the world, including:
Credit & Debit Cards
PayPal
Apple Pay
Google Pay
Venmo
Amazon Pay
Revolut Pay
CashApp
Klarna
Link
iDEAL
Bancontact
EPS
BACS
BECS
SEPA
Multibanco
Przelewy24
Boleto
OXXO
MobilePay
and more
Available payment methods are automatically adapted to the customer's country and payment configuration.
🌍 Multi-Currency Rust Store
Sell to players around the world without maintaining separate stores.
Tip4Serv supports multi-currency checkout, allowing international customers to purchase your Rust packages using supported currencies while your products remain centrally managed.
This is especially useful for Rust communities operating servers across Europe, North America, Australia and other regions.
🛡️ Payments, Fraud Protection & Chargebacks
Tip4Serv provides features designed to help protect your Rust server revenue:
Secure online payments
3D Secure support
Anti-fraud protection
Chargeback Protection tools
Automatic dispute evidence assistance
Transaction history
Detailed sales statistics
Tax & VAT tools
Spend less time managing payments and more time running your Rust community.
🎨 Build Your Own Rust Store
Create a professional storefront without building a website yourself.
Features include:
Custom Store Branding
Multiple Store Themes
Dark & Light Mode
Custom Domain Name
Free SSL Certificate
DDoS Protection
Product Images, GIFs & Videos
Product Categories
Related Products
Product Search
Top Customers
Custom CSS
Advanced Theme Editor
Customer Avatars
Steam Account Linking
Discord Account Linking
Mobile-Friendly Checkout
Your Rust store can be customized to match the branding of your server or network.
💰 Starter – Start for Free
€0/month – 5% platform fee
Includes:
Unlimited Products & Categories
Unlimited Rust Servers & Commands
Automatic Rust Delivery
Subscription Products
Discord Roles & Webhooks
Multi-Currency
25+ Payment Methods
Managers & Staff Access
Sales Statistics
Coupons & Discounts
Loyalty Points
Custom Domain Name
Resend Orders
Tax & VAT Tools
Chargeback Protection
Free SSL Certificate
DDoS Protection
No Advertisements
No credit card is required to get started.
🚀 PRO – 21-Day Free Trial
€11.99/month + 3.8% platform fee
Includes all Starter features plus:
Reduced Platform Fee: 3.8% instead of 5%
Gift Cards
Multiple Dynamic Themes
Custom Fields & Command Integration
Product Galleries
Video & GIF Support
Top Customers
Related Products
Built-In Product Search
Advanced UI Theme Editor
Custom CSS Editor
Additional Store Customization Features
🌐 Available in 15 Languages
Tip4Serv stores can serve international Rust communities in:
English, Danish, Dutch, French, German, Hungarian, Italian, Norwegian, Polish, Portuguese, Romanian, Russian, Spanish, Swedish and Turkish.
🔧 Rust Plugin Installation
1. Create your Tip4Serv store
Create a free account: https://tip4serv.com/
Create your store and add your Rust server from the Tip4Serv dashboard.
2. Install the plugin
Place: Tip4Serv.cs inside your Rust server's: oxide/plugins/ directory.
The plugin is compatible with Oxide/uMod and Carbon.
3. Reload Tip4Serv
Run: oxide.reload Tip4Serv from your Rust server console.
4. Configure your API key
Add your Tip4Serv API key to: Tip4Serv.json
5. Reload the plugin
Run again: oxide.reload Tip4Serv
Your console should confirm that the server has been successfully connected.
🔌 Installation via RCON
You can also connect your Rust server without using the plugin.
Create your account at https://tip4serv.com
Create your Rust store
Add your Rust server
Enter your server IP
Enter your RCON port
Enter your RCON password
Connect the server
Once connected, Tip4Serv can execute your configured commands automatically after purchases.
🛠️ Setting up commands on Tip4Serv
Before setting up your commands on Tip4serv.com, you should know that command work in your server's console (not ingame as an admin).
Here are some sample commands you can use in the products configuration: MY PRODUCTS. But you can use any plugin commands you want.
Give a group or permission
Add a player to a group previously created with oxide.group add [group-name]:
oxide.usergroup add {steam_id} group-name
Remove a player from a group:
oxide.usergroup remove {steam_id} group-name
Give a permission to a player:
oxide.grant user {steam_id} permission-name
Remove a permission from a player:
oxide.revoke user {steam_id} permission-name
Give an item to a player inventory with steam_id (advised)
IMPORTANT: Please select the option [Player must be online] in your product editor
inventory.giveto {steam_id} item-short-name quantity
Example: inventory.giveto {steam_id} scientist 5
Give an item to a player inventory with Give plugin
IMPORTANT: Please select the option [Player must be online] in your product editor
giveto {steam_id} item-short-name quantity
Example: giveto {steam_id} fun.guitar 1
Give a kit to a player with Give plugin:
givekitto {steam_id} kit-name
Give money
Give money to a player with Economics plugin:
deposit {steam_id} amount
Give points
Give points to a player with Server Rewards plugin:
sr add {rust_username} amount
Quantity multiplier
You can also multiply the quantity choosen by the customer like this: {quantity*50}
Note: You must first activate the **Allow quantity choice** option in your product.
Use this command on Tip4serv if you want to sell bundles of $200 with economics plugin:
deposit {steam_id} {quantity*200}
This will run in your server console after a purchase if the player buys product 4 times:
deposit 76561198181797231 800
📊 Built for Growing Rust Communities
Tip4Serv is designed for both small Rust servers and established multi-server networks.
Manage your products, servers, customers, subscriptions, payments and automatic delivery from one platform.
Tip4Serv has processed more than $10 million in sales and 640,000+ payments across gaming communities.
🆚 Looking for a Tebex Alternative for Rust?
If you're searching for:
Rust Tebex Alternative
Rust Donation Store
Rust Webstore
Rust Server Store
Rust VIP Store
Rust Monetization Plugin
Rust Shop Plugin
Rust Payment Plugin
Rust Server Donations
Sell Rust Kits
Sell Rust VIP
Sell Rust Ranks
Tip4Serv provides an all-in-one solution with automatic Rust delivery, subscriptions, Discord integration, international payments and customizable storefronts.
🛒 Rust Store Demo
See what a Tip4Serv store can look like:
https://rust.tip4serv.com/
More store examples:
https://tip4serv.com/demos
📚 Documentation & Support
Tip4Serv Documentation: https://docs.tip4serv.com
Create Your Store: https://tip4serv.com
Contact Support: https://tip4serv.com/contact
Create your Rust donation store, connect your server and start selling VIP ranks, kits, permissions and other packages in minutes.
This is a custom package designed by us, featuring 210 unique bases and a specialized loot setup for five different difficulty levels, ranging from Easy to Nightmare.
Note: The building skins in the package showcase images may differ from the spawned bases or use the default building skin.
This MEGA PACK is an upgraded version of the FullWiped-110 Bases + Loot Pack we previously offered. If you've already purchased the FullWiped-110 Bases + Loot Pack, you only need to buy the expansion pack, which includes 100 new bases ranging from Easy to Hard. Get it here: https://codefling.com/bases/raidable-bases-pack-100-bases-expanded-package-from-easy-to-hard
Warning: The Raidable Bases plugin requires the Copy Paste plugin to function. You must install both for this bases pack to work.
🔗Raidable Bases (Paid): https://codefling.com/plugins/raidable-bases
🔗Copy Paste (Free): https://umod.org/plugins/copy-paste
This Raidable Bases Pack & Loot Tables package includes:
🏡70 Easy Bases +🗡️Base_Loot Tables (Easy "Vanilla" and "Enhanced" tables included)
🏡60 Medium Bases +🗡️Base_Loot Tables (Medium "Vanilla" and "Enhanced" tables included)
🏡60 Hard Bases +🗡️Base_Loot Tables (Hard "Vanilla" and "Enhanced" tables included)
🏡10 Expert Bases +🗡️Base_Loot Tables (Expert "Vanilla" and "Enhanced" tables included)
🏡10 Nightmare Bases +🗡️Base_Loot Tables (Nightmare "Vanilla" and "Enhanced" tables included)
Beware: Our loot table package includes only the 5-tier loot tables within the Base_loot folder, ranging from easy to nightmare.
It does not include the loot tables from the Difficulty_Loot or Weekday_Loot folders.
VANILLA AND ENHANCED LOOT TABLES FOR RAIDABLE BASES
This package includes 10 different base loot table files, ensuring a well-structured and advanced configuration for every difficulty level, from Easy to Nightmare.
- 5 loot files for the Vanilla setup (Easy, Medium, Hard, Expert, Nightmare), offering a balanced loot experience with some junk items, staying close to a 1x rate.
- 5 loot files for the Enhanced setup (Easy, Medium, Hard, Expert, Nightmare), designed for modded servers with 2x, 3x, or higher gather rates, featuring cleaner loot tables with minimal junk and more valuable rewards.
📁Installation Path:
All loot table files are intended for the 📁/oxide/data/RaidableBases/Base_Loot directory.
⚠️Setup Requirement: You must choose and install only one loot table setup at a time—either Vanilla or Enhanced. If you want to switch, you can replace the current files with the other set, but both cannot be active simultaneously.
For those exclusively seeking the loot table, we offer it as a standalone product: https://codefling.com/customizations/raidable-bases-loot-tables-pack
(Note: If you've purchased our Raidable Bases Mega Pack & Loot Tables (210 Bases) package, there is no need to buy this separately.)
WARNING: TWO DIFFERENT INSTALLATION METHODS
(PLEASE READ BOTH AND APPLY ONLY THE ONE THAT FITS YOUR NEEDS)
⚙️INSTALLATION GUIDE 1:
(If you do not have a custom configuration and are not a professional in server configurations, choose this option. However, if you already have your own configuration and profile settings and do not wish to use the optional configs we provide—in other words, if you only need the bases and loot tables—use the second installation guide instead.)
▶ Step 1: Place the Config File
From the extracted ZIP files, locate the config folder and find the RaidableBases.json file. Move it to the following directory:
📁/serverfiles/oxide/config
▶ Step 2: Place the Bases
From the extracted ZIP files, locate the copypaste folder and move it to the following directory:
📁/serverfiles/oxide/data
▶ Step 3: Place the Base_Loot Tables
From the extracted ZIP files, locate the Base_Loot folder and move it to the following directory:
📁/serverfiles/oxide/data/RaidableBases
Important: If there are any existing JSON files inside this folder that are not part of our loot tables, delete them to ensure proper functionality.
Choose between Vanilla or Enhanced loot tables based on your preference.
If the folder is named "Base_Loot (Enhanced loot)", remove the text in parentheses so that the correct folder name is simply: "Base_Loot" (Otherwise, the loot tables will not work properly.)
▶ Step 4: Place the Profiles Folder
From the extracted ZIP files, locate the profiles folder and move it to the following directory:
📁/serverfiles/oxide/data/RaidableBases
Why Are Profiles Important?
The profiles folder contains crucial settings that allow you to:
✔️ Enable/disable the dome
✔️ Enable/disable NPCs
✔️ Adjust the number of lootable items
These are just a few examples—there are dozens of important settings that directly affect how raid bases function. The config file alone is not enough—these files play a major role in customizing your raid bases.
⚡ I strongly recommend reviewing each difficulty setting (Easy to Nightmare) inside the profiles folder and adjusting them based on your needs.
▶ Step 5: Restart the plugin via RCON:
o.reload RaidableBases
⚙️INSTALLATION GUIDE 2:
(Use this installation method if you do not want to use our configurations and instead prefer to use your own config files and your own 📁/oxide/data/RaidableBases/Profiles configurations.)
In this case, you only need to add the bases. To do this, use the following commands in RCON:
▶ Step 1:
You can add bases one by one or in bulk.
After executing the commands in RCON, the bases will be registered inside the Profiles configuration.
If you do not want to deal with these adjustments, it is recommended to use Installation Guide 1 instead.
A- Example RCON commands:
rb.config add "Easy Bases" fullwipedeasy1
rb.config add "Hard Bases" fullwipedhard1
B- Commands to Integrate Raid Bases in Bulk via RCON:
rb.config add "Easy Bases" fullwipedeasy1 fullwipedeasy2 fullwipedeasy3 fullwipedeasy4 fullwipedeasy5 fullwipedeasy6 fullwipedeasy7 fullwipedeasy8 fullwipedeasy9 fullwipedeasy10 fullwipedeasy11 fullwipedeasy12 fullwipedeasy13 fullwipedeasy14 fullwipedeasy15 fullwipedeasy16 fullwipedeasy17 fullwipedeasy18 fullwipedeasy19 fullwipedeasy20 fullwipedeasy21 fullwipedeasy22 fullwipedeasy23 fullwipedeasy24 fullwipedeasy25 fullwipedeasy26 fullwipedeasy27 fullwipedeasy28 fullwipedeasy29 fullwipedeasy30 fullwipedeasy31 fullwipedeasy32 fullwipedeasy33 fullwipedeasy34 fullwipedeasy35 fullwipedeasy36 fullwipedeasy37 fullwipedeasy38 fullwipedeasy39 fullwipedeasy40 fullwipedeasy41 fullwipedeasy42 fullwipedeasy43 fullwipedeasy44 fullwipedeasy45 fullwipedeasy46 fullwipedeasy47 fullwipedeasy48 fullwipedeasy49 fullwipedeasy50 fullwipedeasy51 fullwipedeasy52 fullwipedeasy53 fullwipedeasy54 fullwipedeasy55 fullwipedeasy56 fullwipedeasy57 fullwipedeasy58 fullwipedeasy59 fullwipedeasy60 fullwipedeasy61 fullwipedeasy62 fullwipedeasy63 fullwipedeasy64 fullwipedeasy65 fullwipedeasy66 fullwipedeasy67 fullwipedeasy68 fullwipedeasy69 fullwipedeasy70
rb.config add "Medium Bases" fullwipedmed1 fullwipedmed2 fullwipedmed3 fullwipedmed4 fullwipedmed5 fullwipedmed6 fullwipedmed7 fullwipedmed8 fullwipedmed9 fullwipedmed10 fullwipedmed11 fullwipedmed12 fullwipedmed13 fullwipedmed14 fullwipedmed15 fullwipedmed16 fullwipedmed17 fullwipedmed18 fullwipedmed19 fullwipedmed20 fullwipedmed21 fullwipedmed22 fullwipedmed23 fullwipedmed24 fullwipedmed25 fullwipedmed26 fullwipedmed27 fullwipedmed28 fullwipedmed29 fullwipedmed30 fullwipedmed31 fullwipedmed32 fullwipedmed33 fullwipedmed34 fullwipedmed35 fullwipedmed36 fullwipedmed37 fullwipedmed38 fullwipedmed39 fullwipedmed40 fullwipedmed41 fullwipedmed42 fullwipedmed43 fullwipedmed44 fullwipedmed45 fullwipedmed46 fullwipedmed47 fullwipedmed48 fullwipedmed49 fullwipedmed50 fullwipedmed51 fullwipedmed52 fullwipedmed53 fullwipedmed54 fullwipedmed55 fullwipedmed56 fullwipedmed57 fullwipedmed58 fullwipedmed59 fullwipedmed60
rb.config add "Hard Bases" fullwipedhard1 fullwipedhard2 fullwipedhard3 fullwipedhard4 fullwipedhard5 fullwipedhard6 fullwipedhard7 fullwipedhard8 fullwipedhard9 fullwipedhard10 fullwipedhard11 fullwipedhard12 fullwipedhard13 fullwipedhard14 fullwipedhard15 fullwipedhard16 fullwipedhard17 fullwipedhard18 fullwipedhard19 fullwipedhard20 fullwipedhard21 fullwipedhard22 fullwipedhard23 fullwipedhard24 fullwipedhard25 fullwipedhard26 fullwipedhard27 fullwipedhard28 fullwipedhard29 fullwipedhard30 fullwipedhard31 fullwipedhard32 fullwipedhard33 fullwipedhard34 fullwipedhard35 fullwipedhard36 fullwipedhard37 fullwipedhard38 fullwipedhard39 fullwipedhard40 fullwipedhard41 fullwipedhard42 fullwipedhard43 fullwipedhard44 fullwipedhard45 fullwipedhard46 fullwipedhard47 fullwipedhard48 fullwipedhard49 fullwipedhard50 fullwipedhard51 fullwipedhard52 fullwipedhard53 fullwipedhard54 fullwipedhard55 fullwipedhard56 fullwipedhard57 fullwipedhard58 fullwipedhard59 fullwipedhard60
rb.config add "Expert Bases" fullwipedexp1 fullwipedexp2 fullwipedexp3 fullwipedexp4 fullwipedexp5 fullwipedexp6 fullwipedexp7 fullwipedexp8 fullwipedexp9 fullwipedexp10
rb.config add "Nightmare Bases" fullwipednight1 fullwipednight2 fullwipednight3 fullwipednight4 fullwipednight5 fullwipednight6 fullwipednight7 fullwipednight8 fullwipednight9 fullwipednight10
▶ Step 2: Place the Base_Loot Tables
From the extracted ZIP files, locate the Base_Loot folder and move it to the following directory:
📁/serverfiles/oxide/data/RaidableBases
Important: If there are any existing JSON files inside this folder that are not part of our loot tables, delete them to ensure proper functionality.
Choose between Vanilla or Enhanced loot tables based on your preference.
If the folder is named "Base_Loot (Enhanced loot)", remove the text in parentheses so that the correct folder name is simply: "Base_Loot" (Otherwise, the loot tables will not work properly.)
▶ Step 3: Restart the plugin via RCON:
o.reload RaidableBases
EXTRA IMPORTANT INFORMATIONS:
We do not use a dome, NPCs, or arena walls around raid bases on our servers, and in the ZIP file we provided, these features are also disabled by default. If you want to enable them, you will need to adjust the settings accordingly.
For example, to enable the dome, follow the steps below:
Navigate to:
📁/oxide/data/RaidableBases/Profiles
Open the files inside the Profiles folder with a text editor.
Locate the following settings:
(This is already set to false because it is required for markers to appear on the map.)
"Spawn Silently (No Notification, No Dome, No Map Marker)": false,
"Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 0,
Change the value from 0 to 5 as shown below:
"Create Dome Around Event Using Spheres (0 = disabled, recommended = 5)": 5,
Additionally, the loot amount for bases varies depending on the difficulty level (easy, medium, hard, expert, and nightmare). You can adjust this setting in the same Profiles location according to your needs:
"Amount Of Items To Spawn": 210,
For example, in medium bases, this value is set to 210, which determines the total number of items that will appear in crates, furnaces, and the cupboard.
Our current configuration is specifically adjusted to prevent players from feeling overwhelmed by massive buildings right after a wipe. We have configured Maintained Events accordingly to ensure a balanced experience.
In our setup:
- Timed events and purchasable events are disabled.
- After a wipe, easy bases will start spawning 30 minutes later.
- Nightmare bases will begin spawning 48 hours (2 days) later.
Imagine starting the game with just a torch in hand and immediately encountering a nightmare base on the shore.
You’d likely quit the game right away—this setting is crucial for us to avoid such scenarios.
Configuration Example: 📁/serverfiles/oxide/config
"Maintained Events": {
"Always Maintain Max Events": true,
"Max Maintained Events": 30,
"Enable X Hours After Wipe (0 = immediately)": {
"Easy": 0.5,
"Medium": 1.0,
"Hard": 3.0,
"Expert": 24.0,
"Nightmare": 48.0
All of our bases from Easy to Nightmare are equipped with turret protection.
If you do not want turrets to spawn in your raidable bases on your server, you can use the following method.
Go to the file path /data/RaidableBases/Profiles, open the JSON files inside with a text editor, and apply the following:
"Kill These Prefabs After Paste": [
"assets/prefabs/npc/autoturret/autoturret_deployed.prefab",
"autoturret_deployed"
],
If you are satisfied with this package, you can support us by leaving a 5-star review on the site where you purchased it. Your feedback motivates us to continue improving and providing even better configurations for dedicated server owners like you.
Thank you! ❤️
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See what customers are saying about their experience with files.
Отличная идея и интересные механики! HexFront добавляет новый смысл в борьбу за территории и делает выживание увлекательнее. Спасибо авторам за работу, жду дальнейших обновлений!
Thanks for the plugin. I’ve been looking for something like this for a long time. The free alternatives are no longer supported or updated. GG
A very unusual plugin, but it’s helpful for players. Players had long been asking for a plugin like this on the server, as there are many newcomers—though it’s also great for intermediate players.
Works well.
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.
amazing! This tickles me in all the right places lol
Amazing outside of the box idea, works perfectly, creates awesome atmosphere!
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.
Update: The rivers issue was fixed by the mapmaker - 5 stars.
All in all good map, but dont build at rivers, they are fake ones as they do not have the correct water layers attached to them. The lakes work dou.
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.