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conflict between NoInterference plugin and armored train
mark bergervoet replied to mark bergervoet's Support Report in Support
No you can get it only when you contact nivex and ask for it i can share the plugin with you if you want -
DarkGwyneth started following Announcements
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DarkGwyneth joined the community
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MeldStudio_Recording_Recording_Output_2026-04-29_at_11.33.14am.mp4 I will allso provide all the config settings of DrugDeals.json, DrugApi,json and Imageliberary.json ============================================================================================================= { "Black Market Settings": { "Require item to access black market": true, "Black market item display name": "Black Market Item", "Black market item shortname": "keycard_red", "Black market item skin ID": 0, "Black market item condition loss per swipe (if keycard). Default = 1": 1 }, "Delivery Fee Settings": [ { "Delivery fees": { "Key": "drugdeals.fee1", "Value": 10 } }, { "Delivery fees": { "Key": "drugdeals.fee2", "Value": 20 } }, { "Delivery fees": { "Key": "drugdeals.fee3", "Value": 30 } } ], "Discord Settings": { "Use discord webhook": false, "Discord webhook url": "https://support.discord.com/hc/en-us/articles/228383668-Intro-to-Webhooks", "Timezone ID for message timestamp": "America/Chicago", "Embed color": 65280 }, "Dealer Settings": [ { "Enabled [true/false]": true, "Dealer name": "Drug Dealer", "Dealer locations": [ "(0,0,0)", "(0,0,0)" ], "Dealer clothes": [ { "Item shortname": "hoodie", "Skin ID": 0 }, { "Item shortname": "pants", "Skin ID": 0 }, { "Item shortname": "shoes.boots", "Skin ID": 0 } ] } ], "Dealer Movement Interval [min.]": 30.0, "Payment Settings": { "Currency [economics/rp/custom]": "custom", "Order confirmation message": "Order Confirmed! It will be delivered shortly.", "Custom currency": { "Custom currency item shortname": "scrap", "Custom currency item skin ID": 0, "Custom currency item display name": "Scrap", "Custom currency item image": "scrap" } }, "UI Settings": { "Buy UI server name / adversisement": "SERVER NAME OR ADVERTISEMENT", "Sell UI server name / adversisement": "SERVER NAME OR ADVERTISEMENT" }, "Plane Settings": { "Plane speed": 20.0 }, "Drop Settings": { "Drop speed": 0.6, "Item slots in drop": 18, "Lock drop to owner": true, "Message to locked out player": "This does not belong to you." }, "Item Purchase Prices": { "Weed Seeds": 200, "Coca Seeds": 300, "Tobacco Seeds": 400, "Poppy Seeds": 600 }, "Required Drugs Per Package": { "Weed Leaf": 15, "Cocaine Leaf": 20, "Tobacco Leaf": 25, "Opium Leaf": 30 }, "Drug Sell Prices": { "Packaged Weed": 150, "Packaged Cocaine": 275, "Packaged Tobacco": 450, "Packaged Opium": 650 }, "Planter Display Settings": { "Display duration [sec.]": 10.0 }, "Configuration version": { "Major": 2, "Minor": 0, "Patch": 0 } } ======================================================================================================================= { "Drugs": [ { "Item Shortname": "seed.hemp", "Item Amount": 1, "Skin ID": 3354230033, "Display Name": "Weed Seeds", "Item Description": "Grows into a Weed Leaf", "Item Image Name": "weedseeds", "Drug Item": { "Drug Item Shortname": "cloth", "Drug Item Skin ID": 3354227129, "Drug Item Display Name": "Weed Leaf", "Drug Item Description": "Can be sold for currency.", "Drug Item Image Name": "weedleaf" }, "Drug Item Clone": { "Drug Item Clone Shortname": "clone.hemp", "Drug Item Clone Display Name": "Weed Clone", "Drug Item Clone Image Name": "weedseeds", "Drug Item Clone Skin ID": 3354230033, "Drug Item Clones To Give When Cloning": 2 } }, { "Item Shortname": "seed.hemp", "Item Amount": 1, "Skin ID": 3354230311, "Display Name": "Coca Seeds", "Item Description": "Grows into a Cocaine Leaf", "Item Image Name": "cocaseeds", "Drug Item": { "Drug Item Shortname": "cloth", "Drug Item Skin ID": 3354228232, "Drug Item Display Name": "Cocaine Leaf", "Drug Item Description": "Can be sold for currency.", "Drug Item Image Name": "cocaleaf" }, "Drug Item Clone": { "Drug Item Clone Shortname": "clone.hemp", "Drug Item Clone Display Name": "Cocaine Clone", "Drug Item Clone Image Name": "cocaseeds", "Drug Item Clone Skin ID": 3354230311, "Drug Item Clones To Give When Cloning": 2 } }, { "Item Shortname": "seed.hemp", "Item Amount": 1, "Skin ID": 3354229737, "Display Name": "Tobacco Seeds", "Item Description": "Grows into a Tobacco Leaf", "Item Image Name": "tobaccoseeds", "Drug Item": { "Drug Item Shortname": "cloth", "Drug Item Skin ID": 3354228677, "Drug Item Display Name": "Tobacco Leaf", "Drug Item Description": "Can be sold for currency.", "Drug Item Image Name": "tobaccoleaf" }, "Drug Item Clone": { "Drug Item Clone Shortname": "clone.hemp", "Drug Item Clone Display Name": "Tobacco Clone", "Drug Item Clone Image Name": "tobaccoseeds", "Drug Item Clone Skin ID": 3354229737, "Drug Item Clones To Give When Cloning": 2 } }, { "Item Shortname": "seed.hemp", "Item Amount": 1, "Skin ID": 3354229356, "Display Name": "Poppy Seeds", "Item Description": "Grows into an Opium Leaf", "Item Image Name": "poppyseeds", "Drug Item": { "Drug Item Shortname": "cloth", "Drug Item Skin ID": 3354228480, "Drug Item Display Name": "Opium Leaf", "Drug Item Description": "Can be sold for currency.", "Drug Item Image Name": "poppyleaf" }, "Drug Item Clone": { "Drug Item Clone Shortname": "clone.hemp", "Drug Item Clone Display Name": "Opium Clone", "Drug Item Clone Image Name": "poppyseeds", "Drug Item Clone Skin ID": 3354229356, "Drug Item Clones To Give When Cloning": 2 } } ], "Drug Genetics (sum of values for genes is # drugs player gets when harvesting)": { "Drug Genetic G": 3, "Drug Genetic Y": 5, "Drug Genetic H": 2, "Drug Genetic W": 1, "Drug Genetic X": 1 }, "Configuration version": { "Major": 1, "Minor": 0, "Patch": 0 } } ========================================================================================================================== { "Avatars - Store player avatars": false, "Steam API key (get one here https://steamcommunity.com/dev/apikey)": "My API " "URL to web folder containing all item icons": "https://www.rustedit.io/images/imagelibrary/", "Progress - Show download progress in console": true, "Progress - Time between update notifications": 20, "User Images - Manually define images to be loaded": {}, "Version": { "Major": 2, "Minor": 0, "Patch": 64 } } ==================================================================================================================== Maybe i'm missing something
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i'll make a screencapture for you aswel gimme a second
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conflict between NoInterference plugin and armored train
Adem replied to mark bergervoet's Support Report in Support
Hi. I can’t find this plugin. It looks like it may no longer be supported. -
Hi. Yes, it changes the item order — it sorts them by chance. Unfortunately, I can’t remove this, because it’s required for some loot table modes to work properly.
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ZA_Machete started following Business Core + VIP Assassination Mission
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an excellent pack of 20 bases, for the price it is excellent, only the instructions could be improved, for example explaining to the user that the copypaste folder must be written in lowercase otherwise it does not work and explaining better where to insert the other files, for the rest everything is perfect
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Version 1.0.0
1 download
HeliLoadout is a polished helicopter loadout system for Rust, built to give players a cleaner tactical HUD while giving admins simple control over helicopter weapon and flare support It focuses on clarity, lightweight performance, and practical in-game configuration without overcomplicating the setup Features Tactical Loadout HUD: Displays helicopter rockets, flares, reload state, and cooldown progress through a compact military-style HUD designed to stay readable without blocking player vision Attack Helicopter Weapon Support: Adds improved loadout handling for the Attack Helicopter, including rocket ammo detection, current rocket type display, reload tracking, and flare cooldown monitoring Rocket Launcher Turret Integration: Allows the Attack Helicopter turret to use Rocket Launcher loadouts with configurable rocket ammo support, while relying on native game behavior where possible Supported Helicopters: Includes configurable support for Attack Helicopter, Minicopter, and Scrap Transport Helicopter, allowing each module to be enabled or disabled independently In-Game Configuration Panel: Provides a built-in admin panel for moving the HUD, switching themes, enabling or disabling helicopter modules, and managing Rocket Turret support without manually editing config files Simple Configuration: Keeps the config clean and focused, covering HUD position, refresh interval, vehicle modules, rocket launcher support, allowed rocket ammo, and basic display settings Permissions heliloadout.admin -> Grants access to the HeliLoadout admin panel heliloadout.use -> Grants access to HeliLoadout features Commands /hl -> Opens the HeliLoadout admin panel Conifg { "Admin command": "hl", "HUD settings": { "Enabled": true, "Refresh interval seconds": 0.12, "OffsetX": -10.5, "OffsetY": 79.5, "Theme": "military", "Low ammo threshold": 25, "Low flare threshold": 3, "Rocket reload display seconds": 6.0, "Flare cooldown display seconds": 30.0 }, "Supported vehicles": { "MiniCopter": { "Enabled": true, "Prefab name contains": "minicopter", "Uses ammo": false, "Uses flares": true }, "ScrapTransportHelicopter": { "Enabled": true, "Prefab name contains": "scraptransporthelicopter", "Uses ammo": false, "Uses flares": true }, "AttackHelicopter": { "Enabled": true, "Prefab name contains": "attackhelicopter", "Uses ammo": true, "Uses flares": true } }, "Attack helicopter turret settings": { "Allow rocket launcher": true, "Allowed rocket launcher ammo shortnames": [ "ammo.rocket.basic", "ammo.rocket.hv", "ammo.rocket.fire", "ammo.rocket.smoke" ], "Rocket launcher turret reload duration": 5.0 } } Need Support?$19.99 -
SavageBuilder started following Daniele Leo
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Changed Status from Pending to Fixed Changed Fixed In to 1.1.2
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.12
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Version 0.7.1
1 download
DEFENSE HOLDOUT A wave-based defense mission for BusinessCore. Players take a contract from the BusinessCore job board, travel to a marked area, and protect a supply crate while escalating waves of NPCs push in from every direction. Survive to the final wave, optionally accept the bonus wave for extra reward, then loot the drop. This plugin is a mission module for BusinessCore. It does not run standalone. BusinessCore handles the job board, mission registration, PvE zones, reputation, payouts, and the parachute drop pipeline for wave NPCs. REQUIRES BusinessCore (mission registration, location finder, PvE zones, reputation, payouts, NPC parachute drops). OPTIONAL CopyPaste enables admin-built fortresses instead of the procedural fortification rings. SuperBoss enables the named-boss centerpiece on Medium and Hard. WHAT YOU GET Three difficulty tiers registered automatically with BusinessCore: Easy, Medium, Hard. Each tier has its own wave composition, reward, reputation, time limit, and arena layout. Easy runs three waves in about ten minutes. Light siege, sandbag ring, ammo crate at start. 2,000 base reward. Medium runs five waves in about sixteen minutes. Mixed wave types including a flanker rush. Fortified arena with concrete and a harbor container. 5,500 base reward. Hard runs seven waves in about twenty-four minutes ending in a boss finale. Mid-fight ammo drop. Sniper wave. Optional Bradley or Patrol Heli threat that patrols the arena perimeter until mission end. Final wave delivered by CH47 chinook. 10,000 base reward. All numbers are tunable in the config. Wave counts, NPC health, spawn rings, rewards, time limits, fortification rings, NPC types per wave. The included README covers every config key. SIDE MISSIONS Five optional bonuses layer on top of the main contract. Each one ticks independently. Flawless Defense: supply crate takes zero damage. +25% reward. No Deaths: no participant dies during the mission. +15% reward. Headhunter: 10 or more headshot kills on wave NPCs. +500 reputation. Bonus Wave Survived: accept and clear the bonus wave. +50% reward. Speed Clear: finish in under half the time limit. +20% reward. OPTIONAL FEATURES All off by default unless noted. Turn them on per difficulty. Vehicle threat: a Bradley APC or Patrol Helicopter patrols the arena perimeter. Accepts Bradley, PatrolHelicopter, or Random. On by default for Hard. CH47 chinook delivery: a chinook drops the configured wave at the supply crate instead of the perimeter ring. 30s hard fallback if the arrival sequence stalls. On by default for Hard's final wave. Fortification rings: procedural rings of cover (sandbags, concrete, metal barricades, harbor containers). Any number of rings, each with its own prefab, count, and distance. On by default for Medium and Hard. CopyPaste structures: per-difficulty file pools of admin-built fortresses. The plugin picks one at random at mission start. Pasted entities are tracked and cleaned up on mission end. Ambient props: scatter of static world props around the arena. Pure flavor. SuperBoss centerpiece: named boss spawned at the supply crate alongside the wave mobs. Corpse loot routes through BusinessCore's NPC loot pipeline. Requires the SuperBoss plugin. MISSION FLOW 1. Player accepts the contract through BusinessCore. 2. The plugin reserves a location and creates a PvE zone around it. 3. Supply crate, fortification, ammo crate, and ambient props spawn. The supply crate and ammo crate sit on opposite sides of a ring around the building, so defenders have to cross the arena to resupply. 4. Setup timer runs (60 seconds, or 10 with the BusinessCore QuickStart upgrade). 5. Waves spawn from multiple compass directions, with a 45-second break between each one. NPCs drop in under parachutes when BusinessCore has parachute drops enabled, otherwise they arrive on foot at the perimeter ring. They walk in deliberately so defenders have time to pick targets and rotate cover. 6. After the final wave, a bonus wave is offered for 30 seconds. Stay near the supply crate and it auto-starts. Walk out and you extract with current rewards. 7. Reward crate spawns. Side-mission bonuses are reported in chat. Players have 60 seconds to loot before cleanup. If the supply crate is destroyed at any point, the mission fails and no rewards drop. CONFIGURATION Config lives at oxide/config/DefenseHoldout.json. The plugin runs a migration on every load, so upgrading does not blow away existing tuning. New sections added in later versions are backfilled with sensible defaults and listed in the server log on load. Full configuration reference is in the bundled README. Every top-level key, every per-difficulty field, every wave option. Leave it alone and it works out of the box. COMPATIBILITY Built against current Oxide/uMod. Tested with current BusinessCore and NpcSpawn releases. Works alongside other BusinessCore mission plugins. PvE zones, location reservations, entity tracking, and NPC loot routing all route through BusinessCore, so missions do not collide. INSTALL 1. Drop DefenseHoldout.cs into oxide/plugins/ 2. Drop dh.easy.1.json and dh.hard.1.json into oxide/data/copypaste/ 3. Make sure BusinessCore and NpcSpawn are loaded 4. Default config writes itself on first load$10.00-
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Version 0.6.1
2 downloads
BusinessCore is what I built when I wanted my Rust server to feel more like GTA Online. Players walk up to the Business Broker, pick the kind of operation they want to run (Mercenary, Smuggling, Arms Dealer, or Intelligence), and start grinding missions for cash and reputation. There's a leaderboard, organizations so friends can run jobs together, and a tier system that gates the harder stuff. The first mission, VIP Assassination, ships with the core. I'm building more. This is the core framework. The actual mission gameplay lives in separate plugins that hook into the core through its API, so you install BusinessCore once and then add whatever mission packs you want. Localized to English, German, Korean, Chinese, Spanish, Russian, Japanese, Portuguese and French. What you get with this file ┌─────────────────┬────────────┬──────────────────────────────────────────────────────────────────────┐ │ Plugin │ Type │ What it does │ ├─────────────────┼────────────┼──────────────────────────────────────────────────────────────────────┤ │ BusinessCore │ Framework │ Business licenses, reputation, mission engine, leaderboard, Hall of │ │ │ │ Fame, achievements, mission chains, heat, VIP, Discord │ ├─────────────────┼────────────┼──────────────────────────────────────────────────────────────────────┤ │ VIP │ Mission │ Hunt down a heavily guarded VIP target │ │ Assassination │ │ │ ├─────────────────┼────────────┼──────────────────────────────────────────────────────────────────────┤ │ Resource Raid │ Mission │ Raid a fortified resource stockpile │ ├─────────────────┼────────────┼──────────────────────────────────────────────────────────────────────┤ │ SuperBoss │ Standalone │ Spawn voiced cinematic mini-bosses anywhere on the map. 5 variants, │ │ │ │ 9 voice triggers, 45 .ogg clips bundled │ └─────────────────┴────────────┴──────────────────────────────────────────────────────────────────────┘ How it works for players Type /business in chat to open the Business UI, or interact with the Business Broker NPC if you've enabled it. 1. Buy an Office. One-time cost, unlocks the business system. 2. Launch missions from the UI. They spawn dynamically on the map with NPCs, objectives, and PvE zones. 3. Earn reputation to climb tiers: Rookie → Established → Professional → Veteran → Legendary. Higher tiers unlock harder missions, more associate slots, and upgrades. 4. Form an Organization with associates to share rewards and run missions together. 5. Compete on the server-wide leaderboard. Installing BusinessCore 1. Unzip the file and drop the plugins lang data folder in your oxide/carbon, you will get all the languages, all the data necessary and all the plugins included 2. Grant permissions: oxide.grant group default businesscore.use oxide.grant group admin businesscore.admin oxide.grant group vip businesscore.vip # optional, for VIP perks 3. Reload: oxide.reload BusinessCore Dependencies The only required dependency is NpcSpawn. Optional integrations: Economics or Server Rewards for currency, PVEMode / SimplePVE / SimplePVESphere for PvE zones around mission areas, AlphaLoot / CustomLoot / Lootable for NPC drop customization, and SkillTree. Sign Artist support is coming. Commands There's a long list of commands but you don't really need them. Almost everything goes for players to use /business, and the full reference is in the manual inside the .zip. We used to have a Admin GUI but it is quite heavy, so it is removed, if you happen to want an admin way to toggle some ocnfiguration and execute commands just let me know I might release it as a seperate plugin The Business UI The UI is a CUI panel with 6 tabs. The Dashboard shows your business at a glance: office status, current tier, missions completed and failed, success rate, total earnings, current balance, active mission timer, active upgrades, product inventory, and your heat level if you've turned the Heat System on. The Missions tab lists every mission you can run right now for your active business type. Each row shows the name, description, difficulty (Easy/Medium/Hard/Elite), start cost, estimated duration, base reward, reputation gain, eligibility, cooldown timer, and a launch button. There's also a history of your last 20 missions with results and bonuses earned. The Organization tab is where you manage your team. View current associates, choose a reward split mode (percentage with a configurable owner cut, or equal), adjust the owner cut, and see the associate reputation earn rate. Upgrades are permanent business perks you can buy. Reduced Cooldown Tier 2 $15,000 25% less wait between missions Better Rewards Tier 2 $20,000 +15% mission rewards Larger Organization Tier 3 $10,000 +2 associate slots Reputation Boost Tier 2 $12,000 +10% reputation gain Quick Start Tier 4 $25,000 skips the mission announcement phase The Leaderboard ranks every player on the server by reputation, alongside their business type, missions completed, and total earnings. Customizing mission NPCs I split the NPC config out of the main config file because large config files are a pain to maintain, and I figured this would help. Everything that controls how mission NPCs look and behave lives in oxide/config/Business_Npc_Styles.json. You define style presets with names like Guard, Sniper, VIP, Elite, Heavy, and Scout. Each preset can have difficulty-specific variants (Guard.Easy vs Guard.Hard with different gear), and each preset can have several visual variants for randomized appearance. On top of that there are global difficulty multipliers (Easy NPCs are weaker, Elite NPCs are brutal), and you can override NPC stats per business type if you want Mercenary guards tougher than Smuggling guards. If you'd rather delegate to NpcSpawn's own preset system, set the preset name and the plugin defers to it. Kits are also supported instead of inline item lists. NPC loot tables NPC drops are configured in oxide/config/Business_Npc_Loot.json. The TypeLootTable field tells the plugin where to look: 1 OwnLootTable inline item list 2 AlphaLoot AlphaLoot preset name 3 CustomLoot CustomLoot preset name 4 Loottable Loottable preset name 5 Default vanilla Rust loot, no override I tried to stay close to the MadMapper convention but in a way that's a bit easier (at least for me) to manage. Box loot isn't here yet but it's coming with a similar setup. Rewards Currency is configured in BusinessCore.json under "Rewards Settings". You can plug in multiple currency systems at once. On top of base mission payouts there are these reward bonuses: First Daily Mission +50 reputation (configurable) on your first mission of the day No Death Bonus +25% reward if you complete a mission without dying Speed Bonus up to +50% reward for finishing missions fast Heat Bonus +10% to +35% reward based on your heat level (see Heat System) Better Rewards permanent +15% after buying the upgrade VIP Multiplier configurable reward multiplier for VIP players (default 1.25x) Contact NPC Bonus +10% (configurable) when starting missions from a Contact NPC When you run missions with associates, rewards split based on the mode you pick. In percentage mode the owner gets a configurable cut (default 60%) and the rest is divided among associates. In equal mode everyone gets the same share. Associates earn reputation at a reduced rate (default 50% of the owner's gain, configurable via "Associate reputation earn rate"). More missions coming BusinessCore is modular: every mission is a separate plugin that registers with the core. VIP Assassination is the one that ships in this release. The next batch in the pipeline includes VIP Kidnap, Supply Run, Defense Holdout, Vehicle Heist, Bounty Hunt, Convoy Ambush, Monument Infiltration, Salvage Dive, and The Heist. I'll release each one as I finish testing and tidying up. For developers Anyone can write their own missions. BusinessCore already handles loot, NPC spawning, notifications, and location selection, so you can focus on the actual gameplay instead of plumbing. The .zip includes documentation for writing a mission, and you can use VIP Assassination as a reference. If you get stuck, ping me on Discord.$30.00 -
sp1llz joined the community
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That's odd. Have you got a video of it by chance?
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Version 1.0.3
9 downloads
Ever loaded into a server and wondered... where is everyone? Those first few moments can make or break a new player's experience. MapMap turns that empty map into a vibrant, growing civilization MapMap adds beautiful, configurable map markers for 10 entity types, encouraging organic social interaction- all with minimal performance impact • New players see activity and stay longer • Organic towns and communities form • You control every aspect Supports • Tool Cupboards • Legacy Shelters • Boat Building Stations • Player Boats • Tugboats • Helicopters (New!) • Cars (New!) • Bikes (New!) • Horses (New!) • Trains (New!) Performance You Can Trust • Dynamic entities (boats, tugboats) update in real-time with an incredibly efficient system, no unnecessary processing • Static entities (cupboards, shelters, stations) are updated only when created or destroyed, zero ongoing overhead • Adjustable update interval lets you fine-tune performance vs real-time accuracy Simple, Clean Configuration Match your server's theme or make each entity type instantly recognizable with 12 vibrant colors, alongside adjustable size and transparency- each individually configurable. Example: "UpdateInterval": 1.0, "ToolCupboard": { "Enabled": true, "Radius": 0.1, "Alpha": 0.3, "Color": "green" }, "LegacyShelter": { "Enabled": true, ... Colors • Red • Orange • Yellow • Lime • Green • Blue • Indigo • Purple • Magenta • Pink • White • Gray Ready to watch your server come alive? Get MapMap today and turn your next wipe into a story your players will talk about. Drop the file in your carbon/plugins folder, load the plugin c.load MapMap), and configure carbon/configs/MapMap.json to your liking if you adjust the config, save it, then run c.reload MapMap in the console I provide long-term support and am always open to bug reports and constructive feedback$19.99 -
Version 1.0.0
10 downloads
SimpleFurnaces SimpleFurnaces is a lightweight furnace splitter and smart auto-fuel plugin for Rust. The plugin automatically splits cookable resources across supported ovens and can pull the required fuel directly from the player’s inventory when items are placed inside. It is designed to be simple, efficient, and easy to configure, while still allowing optional advanced smelting customization. By default, it works as a clean quality-of-life plugin. For servers that want extra control, optional global and per-cooker smelting settings can be used to adjust cooking speed, fuel usage, burn rate, and output multipliers. Features: Automatically splits cookable resources across oven input slots Smart auto fuel pull from player inventory Optional custom smelting system Global smelting settings Per-cooker smelting overrides Output multipliers for cooked results and byproducts Lightweight and optimized No permissions No commands No UI Supports: Furnace Large Furnace Electric Furnace Refinery BBQ Campfire variants Smart Fuel Pull: SimpleFurnaces calculates how much fuel is actually needed based on the resources placed inside the cooker. If custom smelting settings are used, the fuel pull will also respect those values. This allows the plugin to stay accurate even when smelting speed, fuel burn rate, or fuel usage has been changed. Notes: Global smelting settings apply to all supported cookers when enabled Per-cooker overrides only apply when that specific override is enabled The plugin is built to stay simple for server owners while still allowing more control when needed Default Configuration: { "Enable Auto Fuel Pull": true, "Pull Fuel From Main Inventory": true, "Pull Fuel From Belt": true, "Supported Cookers": { "Furnace": true, "Large Furnace": true, "Electric Furnace": true, "BBQ": true, "Refinery": true, "Campfire": true }, "Smelting": { "Enabled": false, "Global": { "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "PerCookerOverrides": { "furnace": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "legacy_furnace": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "furnace.large": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "electricfurnace.deployed": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "refinery_small_deployed": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "bbq.deployed": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "campfire": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "skull_fire_pit": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 }, "hobobarrel.deployed": { "Enabled": false, "SmeltingFrequency": 1, "SpeedMultiplier": 1.0, "FuelUsageMultiplier": 1, "FuelBurnRateMultiplier": 1.0 } }, "OutputMultipliers": { "global": { "global": 1.0 }, "furnace": { "global": 1.0, "charcoal": 1.0, "sulfur": 1.0, "metal.fragments": 1.0, "metal.refined": 1.0 }, "legacy_furnace": { "global": 1.0, "charcoal": 1.0, "sulfur": 1.0, "metal.fragments": 1.0, "metal.refined": 1.0 }, "furnace.large": { "global": 1.0, "charcoal": 1.0, "sulfur": 1.0, "metal.fragments": 1.0, "metal.refined": 1.0 }, "electricfurnace.deployed": { "global": 1.0, "sulfur": 1.0, "metal.fragments": 1.0, "metal.refined": 1.0 }, "refinery_small_deployed": { "global": 1.0, "charcoal": 1.0, "lowgradefuel": 1.0 }, "bbq.deployed": { "global": 1.0, "charcoal": 1.0, "bearmeat.cooked": 1.0, "bigcatmeat.cooked": 1.0, "chicken.cooked": 1.0, "crocodilemeat.cooked": 1.0, "deermeat.cooked": 1.0, "fish.cooked": 1.0, "horsemeat.cooked": 1.0, "humanmeat.cooked": 1.0, "meat.pork.cooked": 1.0, "snakemeat.cooked": 1.0, "wolfmeat.cooked": 1.0 }, "campfire": { "global": 1.0, "charcoal": 1.0, "bearmeat.cooked": 1.0, "bigcatmeat.cooked": 1.0, "chicken.cooked": 1.0, "crocodilemeat.cooked": 1.0, "deermeat.cooked": 1.0, "fish.cooked": 1.0, "horsemeat.cooked": 1.0, "humanmeat.cooked": 1.0, "meat.pork.cooked": 1.0, "snakemeat.cooked": 1.0, "wolfmeat.cooked": 1.0 }, "skull_fire_pit": { "global": 1.0, "charcoal": 1.0, "bearmeat.cooked": 1.0, "bigcatmeat.cooked": 1.0, "chicken.cooked": 1.0, "crocodilemeat.cooked": 1.0, "deermeat.cooked": 1.0, "fish.cooked": 1.0, "horsemeat.cooked": 1.0, "humanmeat.cooked": 1.0, "meat.pork.cooked": 1.0, "snakemeat.cooked": 1.0, "wolfmeat.cooked": 1.0 }, "hobobarrel.deployed": { "global": 1.0, "charcoal": 1.0, "bearmeat.cooked": 1.0, "bigcatmeat.cooked": 1.0, "chicken.cooked": 1.0, "crocodilemeat.cooked": 1.0, "deermeat.cooked": 1.0, "fish.cooked": 1.0, "horsemeat.cooked": 1.0, "humanmeat.cooked": 1.0, "meat.pork.cooked": 1.0, "snakemeat.cooked": 1.0, "wolfmeat.cooked": 1.0 } } } } Plugins by Duff Discord: https://discord.gg/2KBPH7hXb7Free-
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Version 1.0.0
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About SimpleQuarries SimpleQuarries SimpleQuarries is a lightweight production controller for Rust quarries, pump jacks, and the Giant Excavator. The plugin lets you adjust resource output, production speed, diesel efficiency, and Excavator signal computer settings from the config. It is meant to stay simple and easy to manage, without adding commands, permissions, UI, or extra dependencies. By default, everything runs at vanilla values. Server owners can then change only the parts they want, such as increasing sulfur output, speeding up the Excavator, improving pump jack oil production, or making diesel last longer. Features: Control player placed Mining Quarries Control map placed Mining Quarries Control player placed Pump Jacks Control map placed Pump Jacks Control Giant Excavator output and speed Control Excavator Signal Computer charge settings Output multipliers for each supported resource Production speed settings Diesel efficiency settings for quarries and pump jacks Option to keep diesel usage balanced when speed is increased Option to allow or block Excavator supply drops No permissions No commands No UI Supports: Mining Quarry Pump Jack Giant Excavator Excavator Signal Computer Mining Quarries: Quarries are split into player placed and map placed sections. Player placed quarries support: Stone Sulfur HQM Map placed quarries support: Stone Sulfur HQM Player placed quarry output depends on the resource deposit generated by Rust after using survey charges. Some deposits can contain more than one resource, so the default config includes the possible secondary outputs where needed. Pump Jacks: Pump Jacks are handled separately from Mining Quarries. Player placed Pump Jacks support: Crude Oil Map placed Pump Jacks support: Crude Oil Low Grade Fuel Pump Jacks use the same kind of settings as quarries, including speed, diesel efficiency, and output multipliers. Giant Excavator: The Giant Excavator has its own config section. Supported Excavator outputs: Stones Metal Ore Sulfur Ore HQM Ore The Excavator section lets you change process rate, speed multiplier, and output multipliers. Signal Computer: SimpleQuarries also includes settings for the Excavator Signal Computer. You can change: Charge time Automatic charge time Whether supply drops are allowed Diesel Settings: Quarries and Pump Jacks include a setting to keep diesel usage balanced when production speed is increased. "Keep Diesel Usage Vanilla When Speed Is Increased": true When enabled, increasing the speed multiplier will not make diesel drain faster than expected. This makes the config easier to use, since you do not need to manually calculate diesel compensation. You can still increase diesel efficiency separately with: "Diesel Efficiency Multiplier": 2.0 Default Configuration: { "Quarries": { "Enabled": true, "Player Placed Quarries": { "Stone": { "Enabled": true, "Process Rate Seconds": 5.0, "Speed Multiplier": 1.0, "Diesel Efficiency Multiplier": 1.0, "Keep Diesel Usage Vanilla When Speed Is Increased": true, "Output Multipliers": { "stones": 1.0, "metal.ore": 1.0 } }, "Sulfur": { "Enabled": true, "Process Rate Seconds": 5.0, "Speed Multiplier": 1.0, "Diesel Efficiency Multiplier": 1.0, "Keep Diesel Usage Vanilla When Speed Is Increased": true, "Output Multipliers": { "stones": 1.0, "metal.ore": 1.0, "sulfur.ore": 1.0 } }, "HQM": { "Enabled": true, "Process Rate Seconds": 5.0, "Speed Multiplier": 1.0, "Diesel Efficiency Multiplier": 1.0, "Keep Diesel Usage Vanilla When Speed Is Increased": true, "Output Multipliers": { "stones": 1.0, "metal.ore": 1.0, "sulfur.ore": 1.0, "hq.metal.ore": 1.0 } } }, "Map Placed Quarries": { "Stone": { "Enabled": true, "Process Rate Seconds": 5.0, "Speed Multiplier": 1.0, "Diesel Efficiency Multiplier": 1.0, "Keep Diesel Usage Vanilla When Speed Is Increased": true, "Output Multipliers": { "stones": 1.0, "metal.ore": 1.0 } }, "Sulfur": { "Enabled": true, "Process Rate Seconds": 5.0, "Speed Multiplier": 1.0, "Diesel Efficiency Multiplier": 1.0, "Keep Diesel Usage Vanilla When Speed Is Increased": true, "Output Multipliers": { "sulfur.ore": 1.0 } }, "HQM": { "Enabled": true, "Process Rate Seconds": 5.0, "Speed Multiplier": 1.0, "Diesel Efficiency Multiplier": 1.0, "Keep Diesel Usage Vanilla When Speed Is Increased": true, "Output Multipliers": { "hq.metal.ore": 1.0 } } } }, "Pump Jacks": { "Enabled": true, "Player Placed Pump Jacks": { "Enabled": true, "Process Rate Seconds": 5.0, "Speed Multiplier": 1.0, "Diesel Efficiency Multiplier": 1.0, "Keep Diesel Usage Vanilla When Speed Is Increased": true, "Output Multipliers": { "crude.oil": 1.0 } }, "Map Placed Pump Jacks": { "Enabled": true, "Process Rate Seconds": 5.0, "Speed Multiplier": 1.0, "Diesel Efficiency Multiplier": 1.0, "Keep Diesel Usage Vanilla When Speed Is Increased": true, "Output Multipliers": { "crude.oil": 1.0, "lowgradefuel": 1.0 } } }, "Excavator": { "Enabled": true, "Process Rate Seconds": 3.0, "Speed Multiplier": 1.0, "Output Multipliers": { "hq.metal.ore": 1.0, "sulfur.ore": 1.0, "stones": 1.0, "metal.ore": 1.0 }, "Signal Computer": { "Enabled": true, "Charge Time Seconds": 600.0, "Automatic Charge Time Seconds": 600.0, "Allow Supply Drops": true } } } Plugins by Duff Discord: https://discord.gg/2KBPH7hXb7Free -
We added the Rescue Mission Arctic event to our rotation, and it quickly became a go‑to for players. The scenario is thoughtfully constructed with a clear and enjoyable objective: rescue rather than kill. Performance and stability have been solid, and the plugin integrates smoothly with my server setup. Most importantly, the developer provides responsive, helpful support. If you want an engaging, reliable event that players actually enjoy, this plugin is a great choice.
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- 228 comments
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Error while compiling FuelPump: There is no argument given that corresponds to the required parameter 'id' of 'PlayerInventory.FindItemsByItemID(List<Item>, int)' | Line: 452, Pos: 51
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Ignore that, player is dumb
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Players question, if the pump is configured to use Workbench level 2, why does it not work with Workbench level 3? Is this something we can address by chance?