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Changed Status from Pending to Closed Changed Fixed In from Not set to 3.6.0
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Changed Status from Pending to Closed Changed Fixed In from Not set to 3.6.0
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Changed Status from Pending to Closed Changed Fixed In from Not set to 3.6.0
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Changed Status from Pending to Closed Changed Fixed In from Not set to 1.3.8
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doesn't seem to be cleaning up after itself...
Monster replied to GreenCardPVE's Support Report in Support
Changed Status from Pending to Fixed Changed Fixed In from Not set to Next Version -
seems to also change the legacy wood pile?
Monster replied to GreenCardPVE's Support Report in Support
Changed Status from Pending to Fixed Changed Fixed In from Not set to Next Version -
That is perfect – thank you very much!
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Brostrodamus started following Add / Remove Players Issue
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Hardrock1988 started following Add / Remove Players Issue
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Could you verify that adding/removing players by name is still working? Last few times I've been trying to rotate players and I'm being forced to use the Steam ID which is very inconvenient.
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Thank you for your reply. I am using Oxide. I will be busy until around the day after tomorrow, so I won't be able to provide the video right away—just letting you know in advance.
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easyLINDAO joined the community
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Do you have Carbon or Oxide?
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Can you send me the video?
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MaxCount to 0 in config and you can spawn it via vanilla spawncommand spawn pumpkin.mountable
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seaking00 started following Announcements
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dani97 joined the community
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hid333 started following Flying on a broomstick leaves an afterimage.
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0xF started following Flying on a broomstick leaves an afterimage.
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Flying on a broomstick leaves an afterimage. Also, I have disabled random helicopter spawns on my server—will pumpkins still spawn? If possible, I would like to be able to spawn them using commands.
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Ghosterra started following Arena Tournament
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- 181 comments
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Zork joined the community
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Hi, Thank you. This is resolved and there'll be an update some time before wipe.
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Then it must be your server fps . As no one else have this issue . Myself is playing on high ping and this have never happend to me . What is your server specs . And im still waiting on logs (complete) from begin to end . Plugin list . And config you used at time of issue . Without those details i cant realy help
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Version 1.0.1
6 downloads
Halloween Mounts Set your server apart this spooky season with a bundle of two fully custom rideable mounts: the Broomstick, a real witch's broom you drop into the world and fly, and the Pumpkin Jumper, a living jack-o'-lantern that populates your roads on its own and refuses to stand still. Both are true BaseVehicle physics rides — mountable, damageable, pushable, audible — built as real entities, not reskinned horses, and both ship with player-facing text in 31 languages. Features Both mounts Real custom vehicles — bespoke prefabs with their own colliders, physics, mount pose and dismount logic; interact through a native pie menu (Mount / Push / Mute), not a chat command. Squash-and-stretch feedback everywhere — both bodies deform on takeoff, landing and impact, driven by springs, so every hop and slam reads in one frame. Damageable mounts — 300 HP default each (configurable), with hurt and death cues; they also take physics pushes from players by hand or pie menu. Water isn't a wall — buoyancy, drag and splash physics; both mounts bob back up and can be ridden through or out of water. Smart ambient audio zones — a parked mount "beckons" or hums inside a radius (15 m pumpkin, 12 m broom), the zone goes silent once somebody rides, and every player can mute it for themselves alone. Custom soundtracks to every action — 48 named sound events across the bundle (32 broom, 16 pumpkin) routed through SoundLibrary, with automatic fallback to vanilla effect prefabs when a file or the plugin is missing. 31 languages — control tips, pie menus and every message come pre-translated; everything is editable in your lang folder. Mounts that fit tight spaces — dismount logic probes above obstacles and falls back to a velocity-aware release, so you can get on and off inside containers, bases and moving trains without clipping out of the world. The Broomstick Drop-to-summon item — a custom broomstick item: drop it and a real witch's broom appears; pick it back up with [R] (or pie menu) and the item remembers its current health. Full flight model — throttle flight at 11 m/s cruise, hold [SHIFT] for a 2.5× afterburner, release W to glide, dive to gain speed, [S] airbrake (full cruise stops in under a second), [CTRL] tuck-dive, tap [SHIFT] for a wingbeat hop. Overspeed bleeds off smoothly instead of snapping. Aerial tricks — barrel roll (RMB), backflip (MMB), or open the in-game tricks menu with [+use]; tricks refuse politely with a toast when the broom lacks air clearance. Hyper drive — toggle your light to order a burn: charge-up with a live % readout, then 55 m/s along a locked rail, launch lift, a coast-out that bleeds back to cruise like a heli-flare, and a 6 s cooldown. It refuses (with reasons) when wet, damaged, too low, mid-trick, or when the rail ahead isn't clear — and it cuts itself short the instant terrain rises onto the rail. Antihack-proof by design — a levitation floor samples the terrain under the hull's entire footprint one physics tick ahead, keeping the mount clear of antihack's InsideTerrain kill even at full burn; dismount mid-air is impossible by design, so space only releases a rider at walking pace over solid ground. Personality — parked brooms levitate and sway, the rider parks into a nose-up hover pose, a broom skimming water sprays at speed — and a broom passing a watching player at 25+ m/s plays a passby sound only that player hears. The Pumpkin Jumper Spawns itself on your roads — pumpkins populate the map through the game's own minicopter road spawner: roadside topology only (cliffs, summits, beaches and oceans excluded), aligned to the road slope, refilled on the vanilla population tick, and saved across restarts. No commands, no map edits — join and drive. Hop gallop — the pumpkin moves by hopping: chain hops within the combo window and each one speeds up (cadence tightens per combo step, up to 10 steps), with a separate sprint hop. Super somersault — hold [+use] for a 9 m/s super-hop with a full 360° spin, the candle tucked away mid-revolution. Idle ritual — leave a pumpkin parked and it breathes softly, coils like a cat before a jump, then pops a little hop on its own; until ridden, it croons inside a 15 m beckoning radius to draw players in. Wall boing — hit a wall fast enough and the pumpkin boings away with a kick upward, squash maxed. Precise steering — proportional yaw control with a dead zone (no micro-spin), airborne steering toward your look direction, and ground friction to settle the bounce. Works with SoundLibrary (optional, strongly recommended) — all custom audio; without it, vanilla placeholder effects play and missing .ogg files are reported in console. CustomItemDefinitions (required for the broom item) — registers the broomstick item with its own icon and description. ServerPrefabs / ServerInteraction — the custom-entity and pie-menu frameworks the plugins are built on. Vanilla road spawning — the pumpkin population plugs into SpawnHandler directly and honours the server's Spawn.max_density and population tick. The two plugins are independent: each runs fine without the other. Configuration carbon/config/Broomstick.json — 61 tunable values across Flight, Maneuvers, HyperDrive, Water, Impacts and Meme, plus root keys for starter health, summon radius and ambience radius. carbon/config/PumpkinJumper.json — 55 settings across Physics, Hop, SuperHop, IdleRitual, Visual, Steering, Water, WallBounce, Interaction, Spawn and the full sound-name mapping. carbon/data/SoundLibrary/ — the .ogg files both mounts play (a startup audit lists anything missing). carbon/data/Broomstick/Icons/ — PNG icons for the broom's pie menu. Defaults are chosen, not placeholders: the broom's summon radius of 15 m exists so two brooms can't spawn stacked on each other, and its glide settles in about 20 s of lazy wing drag rather than flying forever — gliding stays honest. Pumpkin Spawn.MaxCount defaults to 6 and behaves like a dial, not a switch: setting it to 0 stops new spawns but keeps the pumpkins already on your map, so you can retire the event without deleting players' rides. By deliberate design, safety-critical flight values (the levitation floor, the pre-hit lookahead, the hyper rail re-checks and the terrain mask) are not configurable: those stand between a bad config value and an antihack InsideTerrain kill. Everything gameplay-facing stays tunable, and a hand-broken config (null groups, NaN values) silently resets those entries to defaults instead of killing the server tick. Commands & Permissions /broomstick (chat) — gives you the broom item. Permission: broomstick.give. broomstick.use — allows dropping, summoning, riding and picking up a broom. The Pumpkin Jumper needs neither: pumpkins spawn with the world and are ridden straight from the road. FAQ How hard is this to set up? Load the plugins and you're riding: defaults are a complete, tuned experience, and pumpkins appear on the roads by themselves. For the full audio, point SoundLibrary at the bundle's .ogg files — the plugin tells you exactly which are missing. Do pumpkins really spawn without me configuring anything? Yes. They use the same road-density system as the minicopter; Spawn.MaxCount is the only knob you need, and existing pumpkins survive restarts and config changes. What happens without SoundLibrary? Nothing breaks. Every custom sound falls back to a hardcoded vanilla effect, so the mounts still feel alive out of the box. Can my players get banned by antihack while flying? No. The broom's terrain guard keeps the hull above the terrain at every physics step — including during hyper burns — and it physically cannot dismount you at speed in the air. Do they survive real Rust physics? Both are rigidbody vehicles with continuous collision detection, buoyancy, wall bounces and damage — pushed, thrown and mounted like real entities, because they are. Quick Start Install SoundLibrary and drop the bundle's .ogg files into carbon/data/SoundLibrary/ (optional but recommended). Load CustomItemDefinitions, then PumpkinJumper and Broomstick. Pumpkins are already waiting on the roads. Give yourself a broom with /broomstick, drop it, and fly. Tune flight feel, hop physics and pumpkin population in the two config files — every value is live on reload. Compatibility notes The broom item requires CustomItemDefinitions; without it the plugin loads and the broom vehicle still spawns, but the player item isn't registered. Road pumpkins need the vanilla SpawnHandler, which only exists once the world is up — the plugin retries wiring for up to five minutes after load and disables spawning with a clear console warning if it never appears. Riding both mounts forces third-person view; [attack] toggles first/third person. The hyper drive deliberately cannot be fired: underwater, too low, mid-trick, below 25% health, or without ~1 s of clear sky along the rail. Support Discord: https://discord.gg/8nztXhvgDe Author: 0xF — .0xf Every player-facing string is editable in carbon/lang/<lang>/Broomstick.json and PumpkinJumper.json — English and 30 more languages are included.$25.00 -
- 327 comments
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- #industrial storage adaptor
- #expand storage adaptor
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- #expand storage adaptor
- #farming automation
- #dung composer
- #horse dung collector
- #splitter
- #composter split
- #auto split
- #chicken coop
- #hitch & trough
- #beehive
- #furnace
- #drop box
- #planter box
- #small generator
- #composter
- #mixing table
- #cooking workbench
- #recycler
- #auto turret
- #sam site
- #flame turret
- #shotgun trap
- #snow machine
- #chicken coop auto pet
- #chicken coop sunlight
- #beehive customization
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- #beehive production speed
- #beehive production multiplier
- #beehive xp increase
- #eggs production speed
- #industrial conveyor customization
- #industrial customization
- #planter box automatic seeding
- #planter box automatic harvest
- #special seeds
- #seeds
- #eggs auto hatching
- #instant grow
- #custom genetics
- #fertilize plant
- #gene
- #genetic
- #mining quarry
- #pump jack
- #halloween
- #livestock
- #cow
- #bull
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- #ram
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Version 0.1.0
12 downloads
A server-side interaction framework for Rust plugin developers. It traces the player's look target, splits USE into quick / long presses, serves the game's native radial pie menus with per-plugin lifecycle, and adds server-authoritative attack input — everything another plugin needs to build console-quality interactions without touching UI libraries or hooking input itself. It is a foundation, not a feature: install it, and your plugins gain a ready-made interaction layer — look-target detection, crosshair feedback, pie menus with automatic cleanup, and a safe dispatch pipeline that never lets a misbehaving callback take down the server. Features Quick / long USE dispatch — server-side detection from OnPlayerInput: a press under 0.2s fires the quick interaction, a held press opens the pie menu. Mirrors vanilla quick/long-press behavior with no client-side input hooks. Look-target tracing — 2m reach across 14 physics layers (deployables, ragdolls, vehicles, constructions, terrain, bushes and more) with proper line-of-sight validation, nearest-valid-entity selection, and full ray pooling for zero garbage. Native pie menus — options render through the game's own radial menu system (CustomPie network message): name, description, sprite or skin image ID, color with built-in color modes, disabled/selected states. No CUI, no image libraries. Nested sub-menus — options can drill into sub-menus and walk back, built lazily per level through callbacks. Per-plugin ownership — menus opened via ServerInteraction.For(this) hang off the owning plugin's context and are unregistered as a unit when that plugin unloads, when the player disconnects, when a new menu replaces them, or on click. Orphaned console commands are impossible. Interaction crosshair — a HUD crosshair indicator appears when the looked-at entity is interactable, prewarmed per connection with cached, change-only CUI payloads so toggling costs nothing. Server-authoritative attacks — held entities implementing IServerAttack get FIRE_PRIMARY read by the server itself, not from a client-sent launch RPC: press / hold / release callbacks, configurable hold-to-fire time, one shot per hold. Item-side interactions — an abstract ItemModInteraction lets active-slot items define quick-use behavior and their own pie menus, with automatic fallback from the look target to the held item. Loot entity ID override — any entity can substitute the entity ID the loot window opens on, letting you proxy or virtualize containers without breaking the client's loot UI. Safe callbacks — consumer plugin exceptions in menu callbacks and option populators are caught and logged; the menu still closes and the console executor survives. Zero configuration — no config, no data files, no permissions to grant. Drop it in and load. Integrations Carbon — built for Carbon, with a Harmony patch into Carbon's ModLoader.UninitializePlugin so consumer plugins get automatic cleanup on unload. Native Rust UI — pie menus and the crosshair use the game's built-in systems (CustomPie, CUI), no UI dependency plugins. Consumer plugins — anything you build against IInteractionEntity, IServerAttack, ItemModInteraction, or ILootEntityIdOverride. API for developers Implement opt-in interfaces on your entities — the framework registers them automatically during its input pass: IInteractionEntity — quick USE (CanQuickUse → OnUse) and long USE (CanLongUse → GetMenuOptions) on any entity the player looks at. IServerAttack — hold-based attacks on the held entity: AttackHoldTime (0 = instant), OnServerAttackPress for charge-up cues, OnServerAttack to fire, OnServerAttackRelease with held duration. ItemModInteraction — the item-mod counterpart for items in the active slot. ILootEntityIdOverride — GetLootEntityId(player) returns the NetworkableId the client's loot window should open on. PieMenuOption — one menu entry: text, description, sprite/image, color and color mode, disabled/selected flags, a leaf Function, or NextMenuOptions/PrevMenuOptions for sub-menus. Open menus through your plugin's context, CID-style: this.ServerInteraction().PieMenus.Open(player, options) — owned menu, auto-cleanup on your plugin's unload. ServerInteraction.OpenPieMenu(player, options) — ownerless, cleaned up by the standard replace/disconnect/click rules. ServerInteraction.IsPieMenuOpen(player) / PieMenus.IsOpen(player) / PieMenus.Close(player) — state checks and explicit close. FAQ What does the plugin do on its own? Nothing visible beyond crosshair hints — it's a framework. Every interaction, menu and attack comes from consumer plugins you install or write against its API. Can plugins use it without Carbon's pie-menu features? The pie menus go straight through the game's native CustomPie message, so they render exactly like vanilla radial menus. What happens if my callback throws? The exception is logged, the menu closes cleanly, and the server's console executor keeps running. A buggy consumer plugin cannot brick input handling. How do you keep console commands secure? Menu options bind to hidden server commands with unique random GUID names, registered only while the menu is open and removed the moment it's clicked, replaced, or the player leaves. Players can't invoke stale commands. Compatibility notes The loot entity ID override uses a compiled IL pattern match on PlayerLoot.SendUpdate; if the game build reshuffles that method, the patch fails safe with a logged error and vanilla behavior continues. Support Discord: https://discord.gg/8nztXhvgDe — bug reports and API questions welcome.Free-
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