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coleschomer started following Announcements
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coleschomer joined the community
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Hillbilly Bones started following Permissions Manager , Deep Sea Plus and Custom Magazine Capacity
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Changed Status from Pending to Not a Bug
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sp1llz changed their profile photo
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Boutta Cashew started following Bots staying in clusters on map
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Having the same issue. It looks like new navmesh got turned on by Carbon???? NPC just spawn on the beach. Any field related to spawning or navmesh in the config changes nothing, from testing.
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SmokyICCBear started following Zombie Swarm Core
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NeoRecon18 started following Announcements
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NeoRecon18 joined the community
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Changed Fixed In from 1.3.1 to 1.3.3
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Glad to see it's fixed for you. I'll go ahead and close this support ticket out then. Great ideas! I'll look into adding that in one of my next updates.
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Changed Status from Pending to Closed
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Thanks, it's fixed
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Crash_Ice joined the community
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- #firework shows
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Changed Status from Pending to Fixed Changed Fixed In to 3.10.22
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Spirit x0 changed their profile photo
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Version 0.1.0
13 downloads
Oxide plugin for Rust. Deletes all monument blockers (Facepunch "Breach and Clear" update, 2026-09-03) when the server finishes initializing, so red keycard puzzle rooms at top-tier monuments open like before the update. Features Removes every MonumentBlocker entity on server start - both the high-HP barricades and the weak melee-destroyable props Wipe-scoped by design: removal is saved with the map, so it runs once per wipe. Fresh wipe respawns blockers only for them to be removed again at boot Targets the MonumentBlocker entity class, not prefab names - new blocker prefabs Facepunch adds in future updates are removed too, no plugin update required Zero configuration, zero commands, zero permissions Installation Copy `MonumentBlockerRemover.cs` into your server's `oxide/plugins/` folder. Oxide compiles and loads it automatically.Free -
Is there a way to prevent them from changing it? I thought there used to be in the last version.
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Version 1.0.0
5 downloads
A player statistics plugin for Rust servers (Carbon / Oxide), developed by Maison Studio. What it does PlayerStats automatically tracks each player's performance while they play on the server, with no setup required. It keeps track of: Kills — how many players you've eliminated Deaths — how many times you've died K/D — the ratio between kills and deaths, calculated automatically Headshots — how many eliminations were landed with a headshot Playtime — total time you've spent on the server This data is saved permanently, so every player's stats keep building up every time they join the server, even after a server restart or update. The /stats command Any player can check their own stats at any time by typing: /stats This opens an on-screen panel with the full summary — kills, deaths, K/D, headshots, and playtime — styled in the Maison Studio look. The panel has a close button (✕) in the top-right corner. Checking another player's stats To see another player's stats while they're online, just add their name after the command: /stats PlayerName You don't need to type the full name — just enough to identify the player. Note The plugin runs quietly in the background at all times, with no noticeable impact on gameplay or server performance. Admins just need to install it — no extra configuration is needed to get it working. Developed by Maison Studio Discord: https://discord.gg/8NytbFFGWtFree -
Hey! Yep thats a bug on our side. When a clan is made at the clan table, the game sends over the color from its create menu, which is white by default, and the plugin saves that instead of your "Default Color". Fix is coming in the next update. For clans already affected, the leader can just run /clan tagcolor AAFF55 (or whatever hex you use) or change it in the clan menu.
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Version 1.7.1
7 downloads
Dynamic Vending Prices Every NPC shop order rolls its own price — shown on Rust's own vanilla shop badge Every order at Outpost, Bandit Camp, the Fishing Villages and every other NPC shop rolls its own surcharge or discount, so prices move independently instead of every item sharing one multiplier. The change is drawn by Rust's own percentage badge in the vanilla shop UI — no custom interface, no CUI, no client-side files. 45% 90% 0 1 Max surcharge Max discount Dependencies Permission At a glance ✓ A separate price for every order — each item in each shop gets its own roll; two shops selling the same item usually show different prices ✓ Separate surcharge and discount ranges — rises hurt more than falls help, so the two directions are configured independently (defaults: +45% cap, -90% floor) ✓ Rolls on Rust in-game days — prices change at in-game 00:00, roughly once per real hour; real-time rotation is available instead ✓ Works with any currency, not just scrap — cloth, wood, fish, low grade fuel and everything else (optional, one config setting) ✓ Deterministic — prices are derived from what is being sold, not entity IDs, so a restart, reload or crash never rerolls them mid-day ✓ Reverts cleanly — unloading restores your price multiplier convars and hands every machine back to Rust's own pricing ✓ No UI, no downloads, no ImageLibrary — it drives the shop panel Rust already has Requirements: none. No dependencies and no optional plugins. Harmony is used only when non-scrap currency support is enabled, and it ships with Oxide. 01 — The roll One roll per order, per period Rust already has a dynamic pricing system for NPC vending machines — it is what draws the green and red percentage badge on the vanilla shop panel. Left alone it moves prices slowly, and only in response to what players buy. This plugin drives that same system directly: for each sell order it computes a multiplier, writes it into the machine's sales data, then calls FullUpdate() so Rust re-derives the displayed price and networks it to clients. Players see a normal Rust shop with normal Rust price badges. For each order, once per period: 1. Roll the direction first — Chance the price goes UP (%) decides surcharge or discount 2. Pick a percentage from that direction's own min/max range, in whole steps of Change step (%) 3. Convert to a multiplier and write it to the order's slot The roll is seeded from the shop name, the item sold, the currency and the slot index — never from the machine's entity ID, because those are regenerated on every restart and wipe and would reroll every price. That is what makes prices survive restarts. Two kinds of price change Most orders are you pay orders: the multiplier changes the currency cost. Some NPC orders are you sell orders — you hand over fish or wood and receive scrap. For those, Rust does not change the price, it changes how much scrap you receive. The plugin handles both, and reports them differently in vendprices.show: Outpost | rifle.ak x1 costs 300 -> 165 scrap (-45%) Fishing | scrap x20 you get 20 -> 29 scrap for 5 fish.troutsmall ( 45%) 02 — Any currency Vanilla Rust refuses to discount anything not priced in scrap — this lifts that Rust's GetDiscountForSlot returns "no change" for anything not priced in scrap. With Only scrap-priced orders change set to false (the default) the plugin installs a small Harmony patch so fish, wood, cloth and low grade fuel shops get price changes too. Set it to true to stay entirely inside vanilla behaviour — the plugin still works, it just leaves non-scrap shops alone. 03 — Rotation In-game days, or your own real-time schedule By default prices roll at in-game 00:00. A Rust day is about an hour of real time, so prices change roughly every hour, not once a day. If you want a genuine once-a-day rotation, set Roll on Rust in-game days to false and leave the interval at 24 hours — optionally pinned to a UTC hour, with an optional chat broadcast when prices change. 04 — Limits that come from Rust Two things no plugin can override — so the plugin counts and reports them instead Deep-sea machines are excluded. Rust sets BypassDynamicPricing on vending machines inside deep-sea zones, and its pricing code then ignores every multiplier regardless of what any plugin writes. These machines are counted and listed separately in vendprices.show so your totals still add up. Price multiplier clamps. Rust clamps every multiplier with two server convars, stock 0.5 and 2.0 — a -90% discount would be silently clamped to -50%. With Widen Rust's own price multiplier clamps enabled (default), the plugin widens them just enough for your ranges, records your original values in its data file, and restores them on unload. Prefer to manage them yourself? Set the option to false and set npcvendingmachine.minimumpricemultiplier / maximumpricemultiplier by hand. 05 — Commands & permissions Four console commands, one permission — pricing itself is deliberately ungated A price is a property of the machine, not of the player looking at it — every player at a shop sees the same price, and no permission changes what anyone pays. The server console always has access; vanilla admin/owner auth works too. Command What it does vendprices.show Current period, next roll, machine counts by shop, and every rolled price — run this first when something looks wrong vendprices.apply Re-writes current prices to every machine immediately vendprices.reroll Forces a brand new roll for the current period — not undoable; it advances a salt, so the previous prices cannot be recovered vendprices.debug Per-machine table: sales slots, bypass state, and whether each machine is handled dynamicvendingprices.admin oxide.grant user <name> dynamicvendingprices.admin oxide.grant group admin dynamicvendingprices.admin 06 — Configuration Everything has a sane default — most servers change nothing Default oxide/config/DynamicVendingPrices.json: { "Price fluctuation": { "Enabled": true, "Surcharge (price goes UP) - minimum (%)": 10, "Surcharge (price goes UP) - maximum (%)": 45, "Discount (price goes DOWN) - minimum (%)": 10, "Discount (price goes DOWN) - maximum (%)": 90, "Change step (%)": 5, "Chance the price goes UP (%)": 50, "Widen Rust's own price multiplier clamps to fit the range above": true, "Also randomise what you are paid when selling scrap to a machine": true, "Only scrap-priced orders change (false = every currency, uses a Harmony patch)": false }, "Rotation": { "Roll on Rust in-game days (every in-game 00:00)": true, "Real hours between price rolls (only used when the above is false)": 24.0, "Roll at this UTC hour (only used for a 24h real-time interval)": 0, "Broadcast a chat message when prices change": true }, "Machines": { "Only these shop names (empty = every NPC vending machine)": [], "Never touch these shop names": [], "Force Rust's dynamic pricing system on (required for the % badge to show)": true, "Seconds between rescanning the world for vending machines (0 = never)": 300.0 }, "Seconds between re-applying our prices (0 = only on rotation and shop open)": 30.0 } Price fluctuation Setting Default Notes Enabled true false leaves every price at vanilla Surcharge - minimum (%) 10 Smallest price rise Surcharge - maximum (%) 45 Largest price rise — a 90% AK would be 570 scrap Discount - minimum (%) 10 Smallest price fall Discount - maximum (%) 90 Largest price fall — 90 means an item can cost a tenth of normal Change step (%) 5 Percentages land on multiples of this — 5 gives 10, 15, 20 … Chance the price goes UP (%) 50 0 = everything always discounted, 100 = always surcharged Widen Rust's own clamps true See Price multiplier clamps above Also randomise what you are paid when selling scrap true false leaves you sell orders alone Only scrap-priced orders change false true = vanilla behaviour, no Harmony patch A minimum above the maximum is corrected automatically rather than throwing. Rotation Setting Default Notes Roll on Rust in-game days true Rolls at in-game 00:00 — roughly hourly on default day length Real hours between price rolls 24.0 Used only when the above is false Roll at this UTC hour 0 Used only for a 24h real-time interval Broadcast a chat message when prices change true Chat broadcast to online players Machines Setting Default Notes Only these shop names [] Whitelist by shop name — empty means every NPC vending machine Never touch these shop names [] Blacklist, applied before the whitelist Force Rust's dynamic pricing system on true Sets npcvendingmachine.dynamicpricingenabled — without it the badge does not show Seconds between rescanning the world 300.0 Self-healing rescan for machines that slipped past the spawn hook — 0 disables Shop names are matched case-insensitively. Run vendprices.show to see the exact names on your map — it groups machines by shop name. Re-apply interval & data file Seconds between re-applying our prices — default 30.0. Rust's own demand system keeps recalculating multipliers as players buy things, so the plugin rewrites its values periodically. Prices are also re-applied the moment a player opens a shop, so 0 is a valid setting on a large server; the shop-open hook alone covers what players see. oxide/data/DynamicVendingPrices.json holds the current period, the reroll salt, a readable snapshot of every rolled price, and your original price multiplier convar values. Deleting it forces a fresh roll — but never delete it while loaded with widened clamps, or unload cannot restore your convars. Localization Default oxide/lang/en/DynamicVendingPrices.json: { "PricesChanged": "<color=#8cc63e>Vending machine prices have changed!</color> Every item has a new price for the next {0} hours.", "PricesChangedRustDay": "<color=#8cc63e>A new day breaks and vending machine prices have changed!</color> Every item has a new price until the next dawn.", "NoPermission": "You need the dynamicvendingprices.admin permission to use that." } PricesChanged is used for real-time rotation ({0} = interval in hours); PricesChangedRustDay is used for in-game day rotation and has no placeholder. 07 — Questions Before you buy Prices at Outpost look unchanged — what do I check first? Run vendprices.show. It reports enabled, the current clamps, and how many orders were repriced. If repriced is 0, the machines are being filtered out — check your shop name whitelist. If enabled is False, set Force Rust's dynamic pricing system on to true. Some machines never change price. Almost certainly deep-sea machines. Rust marks them BypassDynamicPricing and ignores all multipliers on them. They are listed explicitly at the bottom of vendprices.show. Shops that trade in fish, wood or cloth are not changing. Set Only scrap-priced orders change to false. Vanilla Rust genuinely refuses to discount anything not priced in scrap; that setting installs the patch that lifts the restriction. Does this edit my server config? Yes — two convars, npcvendingmachine.minimumpricemultiplier and maximumpricemultiplier — and only when the widening option is on and your ranges need more room. Both are Saved = true, so the plugin records your original values and restores them on unload. Do prices reset when the server restarts? No. Prices are keyed to the period and to what is being sold, so a restart re-derives exactly the same prices for the rest of the period. How do I make prices change less often? Set Roll on Rust in-game days to false. In-game days are about an hour of real time. Can I make the shops only ever cheaper? Set Chance the price goes UP (%) to 0. Does it affect player-placed vending machines? No. It only touches NPC vending machines. Does it work with other vending plugins? It writes to Rust's own sales data. A plugin that also writes there — or that replaces the shop UI entirely — will conflict. Use the shop name blacklist to hand specific shops over. Performance? Machines are tracked in a set built at startup and maintained by spawn and kill hooks — no per-frame work, no entity scan on the hot path. The 30-second re-apply pass writes only where a value actually differs. 08 — Hooks & API For plugin developers // Returns float, or null if the key is unknown object multiplier = DynamicVendingPrices?.Call("GetVendingPriceMultiplier", key); // Returns int - positive for a surcharge, negative for a discount. null if unknown object percent = DynamicVendingPrices?.Call("GetVendingPriceChange", key); The key format is shopName|itemToSellID|currencyID|slotIndex — for example Outpost|-1123473824|-932201673|3. An empty shop name becomes the literal shop. // Called after every price roll, including the first roll at server start void OnVendingPricesRolled(long period) period is the in-game day number when rolling on Rust days, or the real-time period index otherwise. It is opaque — treat it as an identity for "which set of prices is current", not as a date. Credits Yanwolsing — author. All rights reserved. Redistribution and resale — modified or unmodified — are strictly prohibited. See the license notice in the plugin file. The plugin drives Facepunch's own NPC vending machine dynamic pricing system rather than replacing it — which is why the price badge is the stock Rust one.Free -
Version 1.2.2
11 downloads
Plugin that requires no configuration and works out of the box. Prevents damage to all foreign objects, even with no TC. [ No raids + no damage to any other objects ] Useful for converting a PvP server into a PvE, or `server.pve` true servers, as players can still damage windows and doors by default. You may also want to add `apartment.masterkeyprice 99999999` to your `./server/identity/cfg/server.cfg` file.Free -
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Version 1.5.3
14 downloads
Plugin requires no configuration and works out of the box. Prevents players from accessing any foreign objects, even with no TC, including boxes, furnaces, etc. [ Prevent access to non-teammate OwnerIDs ] *Admins are excluded from prevented access. Useful for PvE servers, as players can still access others’ belongings by default. You may also want to add `apartment.masterkeyprice 99999999` to your `./server/identity/cfg/server.cfg` file.Free -
It looks like clans created at the clan table default to white as their tag color in chat and not the default color set in the plugin.
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Changed Fixed In from 1.1 to Next Version
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Version 1.0.0
5 downloads
CobaltMaps / Prefab Collection Compound / Outpost Breakable CobaltMaps compatibleRustEditOctober 2026 The familiar Outpost. Ready to become your own. Based on Rust's Compound / Outpost as of October 2026, this reconstruction separates the monument into individual, editable pieces. Customize its layout, remove unwanted objects, and build a unique Outpost for your next map. Editable pieces Reshape the monument your way CobaltMaps ready Use your custom .map in automatic generation RustEdit compatible Copy it manually into another map 01 / Creative freedom Remove what you don't need. Create something unique. Keep the parts you like and delete everything that doesn't fit your vision. Rearrange buildings, relocate objects, change the decoration, or open up new spaces to create an Outpost that belongs on your map. Use the original layout as your starting point, then customize it as much as you want. The separated pieces give you the freedom to adapt the monument to your own design. 02 / Map workflows Two ways to use your Outpost CobaltMaps · Automatic map generation Customize the Outpost in RustEdit, save your edited .map, and upload it to CobaltMaps as a prefab for automatic map generation. Turn your own Outpost design into a monument you can use in generated maps. RustEdit · Manual map editing You can also use this reconstruction directly in RustEdit. Select and copy the entire Outpost into another map manually, then adjust its placement and edit the individual pieces to suit your project. 03 / NPC support NPC spawn points included The reconstruction also includes the NPC spawn points. With CobaltMaps.Runtime, the NPCs can move around as they do in the original Outpost. Without CobaltMaps.Runtime, the NPCs will remain stationary. 04 / Reconstruction notes Differences from the original Outpost Some details are applied internally by Rust's original Outpost prefab or are unavailable as individual prefabs. These elements could not be reproduced exactly in this reconstruction: Garage door colors The original garage door colors are applied directly within the Outpost prefab, so those colors are not reproduced on the individual doors. Concrete floors Some concrete floor sections are not available as standalone prefabs. These areas have been rebuilt using available pieces to approximate the original appearance as closely as possible. Sign images The original sign images are also applied internally. The signs are present, but they appear blank because their original artwork cannot be replicated through the individual prefabs. 05 / Craft & feedback Reconstructed, then refined in RustEdit This Outpost was reconstructed using a private tool, followed by manual corrections in RustEdit. Found an error or have a suggestion? Please let me know. Your feedback helps improve the prefab for other map creators. 06 / Coming soon · Separate release The CobaltMaps Outpost variant I'll also be releasing the custom Outpost variant we created for CobaltMaps, featuring a train running through the middle of the monument and a reworked layout. A train route passing through the center. Many buildings removed to open up the layout. Vending machines transformed into storefront displays. Selected objects relocated throughout the monument. Build an Outpost your players will remember Start with a familiar monument, remove what you don't need, and make it your own. Use your finished design with CobaltMaps or place it manually in your next RustEdit map.Free -
Version 1.0.0
1 download
Upgrade your builds this Halloween with this exclusive pack of custom skins! Each design is handcrafted with care and fully maintained. 18 wallpapers ✔ Perfect for Bases & Events These skins drop straight into any plugin and are fully compatible with my Wallpaper Planner for easy in-game browsing and selection. ✔ Fully Compatible Works with any plugin that supports custom skins, plus seamless integration with WallpaperPlanner. ✔ Ongoing Maintenance When you buy this pack, you’re buying long-term access. I personally maintain and update all skins for every buyer, so they stay fresh, polished, and ready to use. ✔ Each skin is built to high standards and includes four image maps: Albedo (base color) Normal/Bump Ambient Occlusion (AO) Specular Emission These maps work together to simulate real lighting and surface detail, giving your builds depth, warmth, and a realistic festive shine. Bring style, atmosphere, and creativity to every build with this essential skin collection! Note: Some base layers were enhanced using generative fill/expand for improved visual quality. Auto-Install Plugin Included No manual setup required. Drop the plugin into your Oxide/Carbon plugins folder. Let it run once. Delete the plugin after it completes. Your skins will automatically appear inside WallpaperPlanner.$13.99-
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