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VENIQQ started following Soon 3 month anniversary for Oilrig NPCs not counting points
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jtedal started following Soon 3 month anniversary for Oilrig NPCs not counting points
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Hey, Just wanted to check if any fix is planned for this in the near future? Thanks
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LeroyJenkins420 started following Bug
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Teleporting to Military Tunnels causes "InsideTerrain Violation" death
NooBlet replied to K9N_Twitch's Support Report in Support
there is no need to update , all is available to user to change config to what works for there maps -
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Version 1.3.0
2 downloads
Turn your boats into true floating fortresses. Hold an AutoTurret and simply left click on any boat to mount it securely. The turret deploys perfectly flat on the deck with clean alignment and is fully parented to the boat so it moves smoothly with you across the water with no floating no clipping and no headaches. Whether you are running cargo patrolling the ocean defending against water raids or just want your vessels to look and feel dangerous this is the plugin that finally makes boats a real threat. It offers intuitive placement just hold and left click professional flat deck mounting with perfect rotation turrets that stay attached and travel naturally with the boat configurable maximum turrets per boat default 6 smart authorization for the boat owner or anyone standing or mounted on it clean item consumption and reliable entity tracking plus lightweight optimized and stable performance. Simple to use. Professional results. Excellent player experience. Give your server the naval firepower players have been asking for. Fully compatible with Oxide and Carbon servers.Free -
Im about to just uninstall the game and reinstall it because I dont know where to get the log you need from in game or my server
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Version 1.0.0
1 download
Tunnel Road is a compact desert canyon PvP arena designed for fast-paced small team fights (1v1 to 3v3). The layout is very symmetrical and focused, which makes it ideal for aim training, duels, or controlled skirmishes. Map Overview A single straight road runs down the exact centre of the map, leading directly into a tunnel entrance carved into the mountain. The arena is enclosed by steep rock canyon walls, giving it a claustrophobic “killbox” feel with very limited escape routes. Low stone barriers/walls line both sides, subtly defining the playable space while keeping visibility open. Gameplay Feel - Direct engagements - Minimal distractions - Clear sightlines - Mechanical skill practice$5.99 -
Version 1.0.0
5 downloads
Deadloops is the result of dozens of attempts, endless testing, and pure suffering — transformed into a dynamic racing track capable of operating fully autonomously without the use of any plugins. To complete the track, you will need a two-module car equipped with Tier 3 parts, which can be found on the road near the Junkyard. The island itself is a separate, highly detailed area filled with its own easter eggs, secrets, and loot. In addition, the track supports several custom vehicles, making races even faster, more chaotic, and far more dynamic. Deadloops consists of 1,164 prefabs, allowing for a dense, optimized, and highly detailed environment filled with unique elements and atmospheric details. Recommended installation height: -19.349Need help? Contact me here or on Discord - m1t1ngg$17.90-
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Version 1.0.1
2 downloads
SeaLaunchPad — a large ocean monument for Rust featuring a massive offshore launch platform designed for exploration, PvP encounters, and custom map environments. The prefab combines industrial architecture, elevated structures, and detailed technical areas to create a unique location in the middle of the ocean. 🏗 Massive offshore launch platform Scientist NPCs guarding the territory Elite loot areas and valuable rewards ↕ Multi-level vertical gameplay 🛠 Detailed interior technical rooms Multiple combat and exploration zones Perfectly fits ocean biome custom maps 🛳 Industrial offshore atmosphere Technical Details: - RustEdit compatible - Optimized for stable performance - Easy to integrate into custom maps - Convenient to customize and expand - Suitable for Ocean Monument / Custom Map / PvP Zone Add a large-scale offshore launch platform to your Rust server and create a unique ocean experience. NPC Spawn and Volumes prefabs are used. For correct operation, install the RustEditExt library before starting the server.$4.99 - Today
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Teleporting to Military Tunnels causes "InsideTerrain Violation" death
K9N_Twitch replied to K9N_Twitch's Support Report in Support
I'll give it a try. Thank you. By the way, I imagine others who use this plugin in the future will run into this issue as well. Do you have any plans to update the plugi -
tourtoreview started following Announcements
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tourtoreview joined the community
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ShoppyStock.json BraZ.json
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Version 0.5.2
2 downloads
Contracts 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! Features 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. 10+ objective types to vary gameplay across your server 10+ 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 UI for browsing and tracking contracts. HUD to track contracts while playing. Permission based features for your VIP members: Max active contracts globally, Max active contracts per category and Max HUD pins. Event logging with JSONL format support Powerful Web editor to make editing your configs a breeze and viewing insightful charts on your JSONL logs Motivation The motivation behind the plugin is to give players an evolving gameplay experience on your server with an urgency aspect, with the goal of improving player engagement. Instead of making hundreds of quests available from day 1 and achievable anytime during the wipe, I wanted players to have a sense of urgency and achievement when completing quests. I also didn't want to overwhelm players with hundreds of quests to choose from. Contracts solves this by letting you define any number of contracts and assign them to timed categories that will rotate through a portion of contracts on the period you set them to. The more contracts you have, the more variety you add, without adding the mental burden of choice. Included While you can discard and customize the contracts, categories and presets yourself, the plugin comes with: 4 categories: Hourly (11 contracts), Daily (13 contracts), Weekly (11 contracts) and Wipe (6) 41 contracts designed to touch just about every objective types and objective conditions available. These contracts' difficulty were designed for the category they were assigned to. Permissions All permissions listed here are the default ones. You can configure them in the config file of the plugin. contracts.use - allows the player to use Contracts (open the menu, accept/complete contracts, etc.) contracts.admin - allows the player to run admin commands (manually rotate categories, reset data, view cache debug info, etc.) Max Active Contracts - Maximum amount of contracts the player can have at a time. Largest amount is used. (-1 for unlimited) contracts.use - 3 contracts.vip - 5 contracts.admin - -1 Max Tracked Contracts - Maximum amount of contracts the player can pin in the HUD. Largest amount is used. (-1 for unlimited. 0 disables the HUD) contracts.use - 2 contracts.vip - 5 contracts.admin - -1 Chat Commands Note: While the "contracts" command is the default, it can be configured to be different name(s) in the config file! /contracts - opens the contracts menu /contracts hud - toggles the HUD /contracts scale <0.5 - 1.0> - adjusts the plugin's UI element's scale. (default: 1.0) This option is designed to be set to the same as the player's Rust UI scale, configurable under the Settings > User Interface menu. No action is required for players who left Rust default UI scale (1.0), but players with a smaller scale will have their initial UI much smaller than intended. Unfortunately, the plugin cannot read the player's Rust UI scale, so it will need to be set manually. You should inform your players about this so they get the best UI! Console Commands contracts.rotate_category <category_id> - trigger rotation for the specified category ID. contracts.reset_all_progress - clears all player progress data Debugging commands contracts.debug.refresh.all - refresh all caches (clears and rebuilds them). This is normally only done on category rotation. contracts.debug.cache.all - Print all caches info. Replace "all" with individual cache names: attackers, card_swipe, craft, damage, kill, loot, gather, heal, fishing, crate_hack contracts.debug.hooks - Print the subscription status of hooks (enabled or disabled, depending on if any objective needs them) contracts.debug.tainted_items - Print information about item taints (for the Loot objectives) contracts.debug.clear_tainted_items - Clears all taints from the loot cache contracts.debug.transfers - Print information about item transfers (for the Loot objectives). Normally, there should be zero transfers printed most of the time. Transfers are only meant to track items movement between containers (where they start and where they end) and then automatically get cleaned up. contracts.debug.clear_transfers - Clears the transfers cache Configuration Contracts has 1 config file and 3 data files that you can edit for your needs, though the plugin comes with a generous amount of pre-defined contracts (generated when you first load the plugin). oxide/config/Contracts.json Command - The commands that can be used to interact with the plugin Permissions - Set the permissions for features Use Contracts Features - Permission required to use Contracts, open the menu, accept contracts and complete them. Admin - Permission required to use admin commands Max Active Contracts - Maximum amount of contracts the player can have at a time. Largest amount is used. (-1 for unlimited) Max Tracked Contracts (HUD) - Maximum amount of contracts the player can pin in the HUD. Largest amount is used. (-1 for unlimited. 0 disables the HUD) Rewards Show Ineligible Rewards - When true, rewards that the player is not eligible to get upon completion are dimmed. When false, ineligible rewards are hidden from the menu. Conditions Condition Ordering - One of "Optimized" (default), "None" or "RootOptimized" Optimized - The plugin will re-order conditions to execute from less computationally expensive to most None - Condition ordering are kept as defined RootOptimized - Only conditions at the first level are optimized, not the nested ones in AND and OR conditions HUD Anchor Min - The HUD's bottom left anchor position (see Oxide UI position) Anchor Max - The HUD's top right anchor position (see Oxide UI position) Collapse Direction - One of "TopLeft" (default), "TopRight", "BottomLeft" or "BottomRight" TopLeft = Header is above tracked contracts. Toggle button is on the left. TopRight = Header is above tracked contracts. Toggle button is on the right. BottomLeft = Header is below tracked contracts. Toggle button is on the left. BottomRight = Header is below tracked contracts. Toggle button is on the right. Logging - collect logs on specified events (stored in oxide/logs/Contracts/<date> or carbon/logs/Contracts/<date>) Mode - One of "None" (default), "JSONL" or "Text" None = Disable logging JSONL = Logs events in a structured format. JSONL is more efficient for large datasets than JSON because it doesn't require you to load the entire file into memory! Text = Human readable text lines that you can configure with placeholders. Can also be used to create your own JSONL format, if the one provided is not preferred. Retention Days - Log folders past this age will be deleted at plugin load time. Set to 0 to disable and never delete logs (not recommended). Contract Accepted - occurs when the player accepts a contract Enabled - whether or not to collect logs for this event Format (Text Mode) - Log format to use when the logging mode is "Text". See Logging section below for {placeholders}. Contract Completed - occurs when the player completes a contract. Contract Claimed - occurs when the player claims the rewards on a contract. Contract Abandoned - occurs when the player abandons a contract. Reward Given - occurs once for each reward given when the player claims the contract Rotation Started - occurs when a category rotates its contracts Objective Completed - occurs when the player completes a contract objective Version - The version of the config. Matches the plugin's version. Default Configuration { "Command": ["contracts"], "Permissions": { "Use Contracts Features": "contracts.use", "Admin": "contracts.admin", "Max Active Contracts": { "contracts.use": 3, "contracts.vip": 5, "contracts.admin": -1 }, "Max Tracked Contracts (HUD)": { "contracts.use": 2, "contracts.vip": 5, "contracts.admin": -1 } }, "Rewards": { "Show Ineligible Rewards": true }, "Conditions": { "Condition Ordering": "Optimized" }, "HUD": { "Anchor Min": "0.0 0.60", "Anchor Max": "0.135 0.87", "Collapse Direction": "TopLeft" }, "Logging": { "Mode": "None", "Retention Days": 30, "Contract Accepted": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) accepted contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Contract Completed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) completed contract {contract_name} ({contract_id}) in {category_name} ({category_id}) in {duration}s" }, "Contract Claimed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) claimed contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Contract Abandoned": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) abandoned contract {contract_name} ({contract_id}) in {category_name} ({category_id})" }, "Reward Given": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) received {reward_type} reward: {reward_detail} from contract {contract_name} ({contract_id})" }, "Rotation Started": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] Category {category_name} ({category_id}) rotated. Contracts: {contract_ids}." }, "Objective Completed": { "Enabled": false, "Format (Text Mode)": "[{timestamp_local}] {player_name} ({player_id}) completed objective {objective_name} (#{objective_id}) in contract {contract_name} ({contract_id})" } }, "Version": { "Major": 0, "Minor": 5, "Patch": 0 } } Contracts Website The data files that follow this section don't have to be manually edited! Head to the Web Editor at https://www.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! Website 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). AI Generated Contracts: (experimental) Use OpenAI, Google or Anthropic's models to generate entire contracts from a prompt. (BYOK) 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. Data Files Contracts has 3 types of data files meant to be configured by you (other data files are generated by the plugin, such as player progress, but not meant to be edited): Presets, Contracts and Categories. oxide/data/Contracts/preset_data.json Presets are lists of strings you can define to easily reference them in contracts. E.g: Instead of defining all the types of scientists for a kill contract, you can reference them with "@scientists" presets - key/value pair where the key is the name of the preset and the value is a list of strings that the preset resolves to. You can mention other presets in a preset, but they must not have a circular reference version - The version of the config. Matches the plugin's version. Example presets: { "presets": { "scientists": [ "scientist2.heavy", "scientist2", "scientist2.shotgun", "scientistnpc_arena", "scientistnpc_bradley", "scientistnpc_bradley_heavy", "scientistnpc_cargo", "scientistnpc_cargo_turret_any", "scientistnpc_cargo_turret_lr300", "scientistnpc_ch47_gunner", "scientistnpc_excavator", "scientistnpc_full_any", "scientistnpc_full_lr300", "scientistnpc_full_mp5", "scientistnpc_full_pistol", "scientistnpc_full_shotgun", "scientistnpc_heavy", "scientistnpc_junkpile_pistol", "scientistnpc_oilrig", "scientistnpc_outbreak", "scientistnpc_patrol", "scientistnpc_patrol_arctic", "scientistnpc_peacekeeper", "scientistnpc_ptboat", "scientistnpc_rhib", "scientistnpc_roam", "scientistnpc_roam_nvg_variant", "scientistnpc_roamtethered" ], "ballista": [ "ballista.static", "ballista.mounted" ], }, "version": { "Major": 0, "Minor": 2, "Patch": 0 } } oxide/data/Contracts/contracts_data.json This file holds all your contract definitions. contracts - key/value pair where the key is the contract ID and the value is the contract definition title - The title of the contract description - Optional description for the contract progressionType - One of "Independant" (default), "Sequential" or "Progressive" Independant - objectives can be completed in any order simultaneously Sequential - objectives must be completed in order from first to last. The locked objectives are visible. Progressive - objectives must be completed in order from first to last. The locked objectives are hidden. objectives - key/value pair where the key is the objective ID and the value is the objective definition title - The objective title description - Optional objective description conditions - key/value pair where the key is the condition ID and the value is the condition definition type - The type of the condition (see Objective Conditions below) ... more fields depending on the objective condition type (see Objective Conditions below) type - Type of the objective (see Objective Types below) ... more fields depending on the objective type (see Objective Types below) rewards - key/value pair where the key is the reward ID and the value is the reward defintion title - Optional title for the reward (empty titles will use default names) description - Optional description for the reward eligiblePermissions - list of strings of permissions allowed to claim this reward type - Type of the reward (see Contract Rewards below) ... more fields depending on the reward type (see Contract Rewards below) version - The version of the config. Matches the plugin's version. oxide/data/Contracts/contract_category_data.json This file holds all your contract categories definitions. categories - key/value pair where the key is the category ID and the value is the category definition name - The category name description - Optional category description contractIds - List of all contract IDs defined earlier that are part of the category and will be rotated periodically rotation duration - Time in seconds that the rotation lasts (-1 = never rotates) minContractsAmount - minimum number of contracts to include in the rotation maxContractsAmount - maximum number of contracts to include in the rotation maxActiveContracts - key/value pair where the key is the permission name and the value is a number indicating the maximum amount of contracts that can be active in this category for a given player (-1 for unlimited. defaults to -1). This works in conjunction to the config Max Active Contracts parameter. e.g: "contracts.use": 1 - only 1 contract in this category can be active at a time version - The version of the config. Matches the plugin's version. Objective Types Contracts currently support the following objective types, with additional types possible in the future! Objective types are intentionally kept simple with minimal configuration so that you can create more complex objectives with Objective Conditions. This section also details the additional fields to be added in the objectives definition of the contract (where it says "... more fields depending on the objective type"). Kill Requires the player to kill one of the specified entities. Configuration (excludes common objective fields): type - Always "Kill" amountRequired - An integer value greater than 0 entities - list of entities targeted by the objective. Can include presets. Example (excludes common objective fields): { "type": "Kill", "amountRequired": 50, "entities": ["wolf", "boar", "@scientists"] } Damage Requires the player to damage one of the specified entities. Configuration (excludes common objective fields): type - Always "Damage" amountRequired - An integer value greater than 0 entities - list of entities targeted by the objective. Can include presets. Example (excludes common objective fields): { "type": "Damage", "amountRequired": 5000, "entities": ["wolf", "boar", "@scientists"] } Craft Requires the player to craft one of the specified items. Configuration (excludes common objective fields): type - Always "Craft" amountRequired - An integer value greater than 0 items - list of items that count toward the objective's progression. Can include presets. Example (excludes common objective fields): { "type": "Craft", "amountRequired": 50, "items": ["bandage", "@firearms"] } Gather Requires the player to gather one of the specified items. Configuration (excludes common objective fields): type - Always "Gather" amountRequired - An integer value greater than 0 items - list of items received from a gathered dispenser that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "Gather", "amountRequired": 500, "entities": ["wood", "metal.ore", "@ores"] } Card Swipe Requires the player to swipe cards of specified access levels. Configuration (excludes common objective fields): type - Always "CardSwipe" amountRequired - An integer value greater than 0 accessLevels - list of access levels that count towards the objective's progress. Valid access levels are 1, 2 or 3 1 = Green | 2 = Blue | 3 = Red Example (excludes common objective fields): { "type": "CardSwipe", "amountRequired": 3, "accessLevels": [1, 3] } Crate Hack Requires the player to hack hackable crates. Configuration (excludes common objective fields): type - Always "CrateHack" amountRequired - An integer value greater than 0 Example (excludes common objective fields): { "type": "CrateHack", "amountRequired": 50 } Fishing Requires the player to catch any or specified types of fish. Configuration (excludes common objective fields): type - Always "Fishing" amountRequired - An integer value greater than 0 fish - List of fishes that count towards the objective's progress. Leave empty for any. Can include presets. bait - List of baits used to fish that count towards the objective's progress. Leave empty for any. Can include presets. Example (excludes common objective fields): { "type": "Fishing", "amountRequired": 50, "fish": ["fish.salmon", "@rarefish"], "bait": ["grub", "@rawmeat"] } Heal Requires the player to heal themselves and/or others by a specified amount of health Configuration (excludes common objective fields): type - Always "Heal" amountRequired - An integer value greater than 0 items - List of healing items that can be used to count towards the objective's progress. Leave empty for any. Can include presets. target - One of Any, Self or Others Any = Heal anyone | Self = Heal self | Others = Heal others Example (excludes common objective fields): { "type": "Heal", "amountRequired": 100, "items": ["bandage", "@advancedheals"], "target": "Self" } Turn In Requires the player to give specified items to the plugin. Turned in items are removed from the inventory. Configuration (excludes common objective fields): type - Always "TurnIn" amountRequired - An integer value greater than 0 items - List of items that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "TurnIn", "amountRequired": 100, "items": ["scrap", "@components"] } Loot Requires the player to loot the specified items from the world. Looted items are not removed from the inventory, unlike turn in objectives. Configuration (excludes common objective fields): type - Always "Loot" amountRequired - An integer value greater than 0 items - List of items that count towards the objective's progress. Can include presets. Example (excludes common objective fields): { "type": "Loot", "amountRequired": 100, "items": ["scrap", "@components"] } Objective Conditions Objective types on their own do not provide much configuration for variety by design. Objective conditions are what makes your objectives so customizable with many combination of conditions that can be applied on top of objective types. They are what makes your objectives challenging and versatile. This section also details the additional fields to be added in the objective conditions definition of the contract (where it says "... more fields depending on the objective condition type"). Weapon Requires the player to use a specific weapon during an attack on an entity. Configuration (excludes common objective condition fields): type - Always "Weapon" weapon - List of weapons that satisfy the condition. Can include presets. Example (excludes common objective condition fields): { "type": "Weapon", "items": ["grenade.molotov", "@primitiveweapons"] } Time of Day Requires the player to progress the objective between set times. Note: the plugin supports day wrapping. If your start time is "20:00" and end time is "06:00", then the plugin will understand it's between 8PM - 6AM. Configuration (excludes common objective condition fields): type - Always "TimeOfDay" startTime - The minimum time of day. 24h format. e.g: "21:32" endTime - The maximum time of day. 24h format. e.g: "06:00" Example (excludes common objective condition fields): { "type": "TimeOfDay", "startTime": "20:00", "endTime": "06:00" } Player Wear Requires the player to wear specific clothing Configuration (excludes common objective condition fields): type - Always "PlayerWear" items - List of wearable items that satisfy the condition. Can include presets. requireAll - true = requires all items to be worn. false = require some items to be worn. requireNaked - true = requires the player to wear nothing (items should be empty (i.e: [ ] ) ). false = use items list to determine the condition. Example (excludes common objective condition fields): { "type": "PlayerWear", "items": ["bandana", "@woodarmor"], "requireAll": false, "requireNaked": false } Player Mount Requires the player to be mounted on specific entities (vehicles, horse, chairs, etc.) Configuration (excludes common objective condition fields): type - Always "PlayerMount" mounts - List of mount entities that count satisfy the condition. Can include presets. Example (excludes common objective condition fields): { "type": "PlayerMount", "mounts": ["ridablehorse", "@chairs"] } Player Health Requires the player to be between specific amount of HP. Configuration (excludes common objective condition fields): type - Always "PlayerHealth" minHealth - Minimum amount of health required to satisfy the condition. -1.0 to ignore. maxHealth - Maximum amount of health required to satisfy the condition. -1.0 to ignore. Example (excludes common objective condition fields): { "type": "PlayerHealth", "minHealth": -1.0, "maxHealth": 30.0 } Min Damage Ratio Requires the player to have done a minimum amount of damage when compared to the total damage done with others. Currently, this is mostly only useful for the Kill objective, though it could be attached to a Damage objective if you have the need for it... Configuration (excludes common objective condition fields): type - Always "MinDamageRatio" minDamageRatio - The minimum ratio of damage that the player needs to have on the victim to satisfy the condition. Between 0.0 and 1.0. Example (excludes common objective condition fields): { "type": "MinDamageRatio", "minDamageRatio": 0.5 } Attack Distance Requires the player's attack to occur between specified distance in meters. Configuration (excludes common objective condition fields): type - Always "AttackDistance" minDistance - Minimum distance required to satisfy the condition. -1.0 to ignore. maxDistance - Maximum distance required to satisfy the condition. -1.0 to ignore. Example (excludes common objective condition fields): { "type": "AttackDistance", "minDistance": 50.0, "maxDistance": -1 } && And Requires the player to satisfy all listed conditions inside the AND operator condition. Note that this condition is useless when used at the top level of your conditions, because multiple conditions are already evaluated as an AND condition (i.e: all conditions within the objective's "conditions" list must be satisfied). It is only useful when placed inside a Not or an Or condition. Configuration (excludes common objective condition fields): type - Always "And" conditions - key/value pair where the key is the condition ID and the value is a condition that needs to be satisfied. All conditions inside the And condition need to pass to satisfy this condition. Example (excludes common objective condition fields): { "type": "And", "conditions" { "and_weapon_condition": { "type": "Weapon", "weapon": ["rifle.ak"] }, "and_attackdistance_condition": { "type": "AttackDistance", "minDistance": -1.0, "maxDistance": 10.0 } } } || Or Requires the player to satisfy any of the listed conditions inside the OR operator condition. Configuration (excludes common objective condition fields): type - Always "Or" conditions - key/value pair where the key is the condition ID and the value is a condition that needs to be satisfied. Any condition inside the Or condition need to pass to satisfy this condition. Example (excludes common objective condition fields): { "type": "Or", "conditions" { "or_attackdistance1_condition": { "type": "AttackDistance", "minDistance": -1.0, "maxDistance": 10.0 }, "or_attackdistance2_condition": { "type": "AttackDistance", "minDistance": 100.0, "maxDistance": -1.0 } } } Not Requires the player to NOT satisfy the specified condition. (inverses the satisfaction requirement) Configuration (excludes common objective condition fields): type - Always "Not" condition - The condition to NOT satisfy Example (excludes common objective condition fields): { "type": "Not", "condition" { "type": "Weapon", "weapon": ["@firearms"] } } Contract Rewards The following rewards can be distributed by the plugin. This section also details the additional fields to be added in the reward definition of the contract (where it says "... more fields depending on the reward type"). Item Grants the player a specified quantity of an item. Configuration (excludes common reward fields): type - Always "Item" item - The item shortname quantity - An integer value greater than 0 Example (excludes common reward fields): { "type": "Item", "item": "scrap", "quantity": 50 } Economics Grants the player an amount of money. Requires the Economics plugin. Configuration (excludes common reward fields): type - Always "Economics" amount - A decimal value greater than 0.0 Example (excludes common reward fields): { "type": "Economics", "amount": 50.50 } Server RP Grants the player an amount of server rewards points. Requires the Server Rewards plugin. Configuration (excludes common reward fields): type - Always "ServerRewards" amount - An integer value greater than 0 Example (excludes common reward fields): { "type": "ServerRewards", "amount": 5 } ⌘ Command Runs a parameterized command. Useful when the other rewards are not suitable and you need something custom. Technically, all above rewards can be achieved through a command reward. Configuration (excludes common reward fields): type - Always "Command" command - The command to run on reward claim. You can add the following {placeholders} and the plugin will fill them during distribution: {playerId} - The player's Steam ID {playerName} - The player's Steam name {qPlayerName} - The player's Steam name wrapped in "quotes" {playerX} - The player's current X position, rounded to the nearest integer {playerY} - The player's current Y position, rounded to the nearest integer {playerZ} - The player's current Z position, rounded to the nearest integer Example (excludes common reward fields): { "type": "Command", "command": "say {playerName} is the top fisherman!" } Logging When using Text formatting for logging, you can use {placeholders} to inject data into your logs. Each event type has their own placeholders. The following placeholders are always available: timestamp_utc - yyyy-MM-dd HH:mm:ss timestamp using the UTC timezone timestamp_local - yyyy-MM-dd HH:mm:ss timestamp using your server's local timezone timestamp_iso - timestamp using the ISO format (same format used in JSONL) time_utc - HH:mm:ss timestamp using the UTC timezone time_local - HH:mm:ss timestamp using your server's local timezone The following are additional fields per event type: Contract Abandoned player_id category_id contract_id player_name category_name contract_name Contract Accepted player_id category_id contract_id player_name category_name contract_name Contract Claimed player_id category_id contract_id player_name category_name contract_name Contract Completed player_id category_id contract_id player_name category_name contract_name duration - the amount of time (in seconds) that passed since the player accepted the contract Contract Expired player_id category_id contract_id player_name category_name contract_name duration - the amount of time (in seconds) that passed since the player accepted the contract Objective Completed objective_type player_id category_id contract_id objective_id player_name category_name contract_name objective_name Reward Given reward_type player_id category_id contract_id reward_id player_name category_name contract_name reward_name reward_detail - e.g: scraps x50 ; command ; $1000 ; 10 RP amount - always 1 for commands Rotation Started category_id contract_ids - comma separated list of contract IDs category_name API This plugin does not currently expose an API. Let me know what you'd like to see in a future implementation! Discord Join the official Discord server for support, announcements and more! https://discord.rustcontracts.com$29.99-
- #contracts
- #quests
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Teleporting to Military Tunnels causes "InsideTerrain Violation" death
NooBlet replied to K9N_Twitch's Support Report in Support
not for all at once the config needs to be adjusted , go in game and use , the makeportal command to get cords , it will show a portal for 10 sec so you can see where it is , then in console will be the coords you need to place in config -
SlayersRust started following Simple Splitter
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Teleporting to Military Tunnels causes "InsideTerrain Violation" death
K9N_Twitch replied to K9N_Twitch's Support Report in Support
Thank you for your reply. It seems this is due to the May update, which adjusted the heights of military tunnels, missile silos, and large caves. Would it be possible to fix this in one go? -
Teleporting to Military Tunnels causes "InsideTerrain Violation" death
NooBlet replied to K9N_Twitch's Support Report in Support
all portals can be moved via config -
Version 1.3.0
4 downloads
SwitchGuard Prevents unauthorized players from toggling Industrial Conveyors and Fluid Switches (water pump switches) on your server. Integrates with Clans, Friends, and Rust Teams so teammates can still use shared infrastructure. Features Blocks unauthorized toggling of Industrial Conveyors (on/off) Blocks unauthorized toggling of Fluid Switches (water pump switches) Integrates with Clans, Friends, and native Rust Teams TC (Tool Cupboard) authorization support Per-entity-type protection (enable/disable independently) Message cooldown to prevent chat spam Multi-language support (English, Portuguese, Spanish) Zero performance impact — uses HarmonyPatch to intercept only player-initiated toggles No data storage required — fully stateless How It Works When a player tries to toggle an Industrial Conveyor or Fluid Switch, the plugin checks (in order): Permission bypass — switchguard.bypass Admin permission — switchguard.admin Server admin — if enabled in config Owner — the player who placed the entity can always toggle it TC Authorization — if the player is authorized on the nearby Tool Cupboard Clans — if the player is in the same clan or an allied clan as the owner Friends — if the player is friends with the owner Rust Teams — if the player is on the same team as the owner If none of these checks pass, the toggle is blocked and the player receives a message. Note: Entities with no owner (OwnerID = 0) are not protected — anyone can toggle them. Permissions Permission Description switchguard.bypass Bypass all protection checks switchguard.admin Admin-level bypass Configuration JSON Configuration: { "Admin can always toggle (server.IsAdmin bypass)": false, "Use Friends API": true, "Use Clans API": true, "Use Rust Teams": true, "Use TC Authorization": true, "Protect Industrial Conveyors": true, "Protect Fluid Switches": true, "Message cooldown (seconds)": 3.0 } Option Default Description Admin can always toggle false Allow server admins to toggle any protected entity Use Friends API true Check Friends plugin for authorization Use Clans API true Check Clans plugin for authorization Use Rust Teams true Check native Rust teams for authorization Use TC Authorization true Allow toggle if player is authed on the nearby TC Protect Industrial Conveyors true Enable protection for Industrial Conveyors Protect Fluid Switches true Enable protection for Fluid Switches Message cooldown 3.0 Seconds between "not authorized" messages per player Supported Plugins (Optional) Clans — clan member and ally checks Friends — friend relationship checks These are optional. If not installed, the corresponding checks are simply skipped. Localization The plugin ships with three languages. Custom messages can be edited in the lang files. English (en) { "NotAuthorized": "You are not authorized to toggle this device.", "NoPermission": "You do not have permission to use this." } Portuguese (pt-BR) { "NotAuthorized": "Voce nao tem autorizacao para ligar/desligar este dispositivo.", "NoPermission": "Voce nao tem permissao para usar isso." } Spanish (es-ES) { "NotAuthorized": "No tienes autorizacion para activar/desactivar este dispositivo.", "NoPermission": "No tienes permiso para usar esto." } FAQ Q: Does this affect circuit-driven toggles (power on/off via wiring)? A: No. Only manual player interactions are intercepted. Electrical circuits, power sources, and timer-based toggles work normally. Q: Does this protect regular Electric Switches? A: No, only Fluid Switches and Industrial Conveyors. Regular Electric Switches are unaffected. Q: What happens if I don't have Clans or Friends installed? A: The plugin works fine without them. Those checks are simply skipped, and authorization falls back to owner, TC auth, and teams. Q: Does this work with Carbon and Oxide? A: Yes. The plugin uses HarmonyLib which is supported by both frameworks.Free -
Version 0.6.1
4 downloads
I'm putting this up now because it's fully functional, but the code still needs a cleanup pass for readability. It's mostly to get this into the hands of map makers now so they can start building their zones. Allows the creation of custom AI paths and cover points for your custom monument, so you can use native NPCs in your monument and have them path and cover like native monuments. Don't use the new deepsea AI spawners for now - it's on the roadmap but this just handles the old AI at the moment. It's a bit complicated to use it in your maps. I recommend reading the ReadMe here and looking at the examples: https://github.com/read-0nly/RustMods/tree/main/CustomAIZones For server owners, just plop it into your oxide plugin folder. If the map you're using has custom monuments that implement this plugin, it'll handle the rest. It's very chatty in the logs right now - mostly in case you guys run into trouble. Make sure to include your server logs if you report an issue. I'll be making it less verbose in the next phase, which is just cleaning up and commenting things. There are apparently concerns about how this plugin was made - it's the unity of three other mods i've been working on for years, with commits going back to 2022. No AI was used to create it. Just a lot of code-diving with DNSpy. https://github.com/read-0nly/Rust-coop-survival/commits/6a3833683fd64b0dc606a64bd2731380b7495c0a/Oxide/plugins/Cordyceps.cs https://github.com/read-0nly/Rust-coop-survival/commits/6a3833683fd64b0dc606a64bd2731380b7495c0a/Oxide/plugins/Psilocybin.cs https://github.com/read-0nly/Rust-coop-survival/commits/6a3833683fd64b0dc606a64bd2731380b7495c0a/Oxide/plugins/Navmesher.csFree -
Version 2.4.1
4 downloads
Dynamic Bubble Zone Map - allows Rust server owners to easily create Bubble safe zones with visible map bubbles, custom markers, and automatic player detection. Zones can be created and managed directly in-game, making it simple to build safe areas like spawn hubs, trading posts, monuments, or community towns without editing configuration files. The plugin focuses on performance, clarity, and ease of use, ensuring players always know when they are inside protected zones. Features Dynamic Bubble Zone Create Bubble zones anywhere on the map with customizable radius and automatic player detection. Perfect for: Safe spawn areas Trading hubs Community towns Event arenas Protected monuments Map Visualization Every zone automatically appears on the Rust map with: Radius bubbles showing the protected area Custom map markers Clear visual boundaries for players Players can instantly identify safe zones directly from the map. Player Detection The plugin automatically detects when players: Enter a Bubbled zone Leave a Bubbled zone This allows servers to trigger: Notifications Bubble status indicators Integration with other plugins Advanced Status Integration Supports Advanced Status, allowing servers to show a Bubble indicator when players are inside protected zones. This improves player awareness and prevents confusion around Bubble rules. In-Game Admin UI Admins can manage zones directly in game. No config editing required. Admins can: Create zones Adjust zone radius Remove zones View existing zones This makes managing safe areas extremely quick and easy. Persistent Data Storage All zones are automatically saved and restored after server restarts. No progress is lost. Lightweight & Optimized Designed for high performance even on large servers. The plugin uses efficient tracking methods to minimize overhead and maintain smooth gameplay. Example Use Cases This plugin is ideal for servers that want: Spawn protection zones Trading areas Safe monuments Event arenas Community towns Starter villages Permissions dynamicbubblecontroller.admin Commands Only one needed. /bubble - for the bubble /light - for the Everlasting LightsFree -
radef joined the community
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ky3He4ik changed their profile photo
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Amritpal Singh changed their profile photo
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EXO Engineer changed their profile photo
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Rustfall changed their profile photo
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SpagityCat started following NPCs not following there set vision cone.
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KpucTaJl started following NPCs not following there set vision cone.
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Hi I'm using Npc Spawn and BetterNpcs and im having trouble getting my Npcs to follow the vision cone setting, no matter what I seem to set them to they will detect players from any angle it seems and I cant figure out how to change it so they only target what's in front of them. "RoamRange": 10.0, "ChaseRange": 40.0, "SenseRange": 30.0, "ListenRange": 15.0, "DamageRange": -1.0, "ShortRange": 10.0, "AttackLengthMaxShortRangeScale": 2.0, "AttackRangeMultiplier": 1.5, "CheckVisionCone": true, "VisionCone": 115.0, "HostileTargetsOnly": false, "DisplaySashTargetsOnly": false, "IgnoreSafeZonePlayers": true, "IgnoreSleepingPlayers": true, "IgnoreWoundedPlayers": true, "NpcAttackMode": 2, "NpcSenseRange": 30.0, "NpcDamageScale": 1.0, example or what I have some settings at, any help would be appreciated.
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Version 1.4.4
68 downloads
UI for displaying authorized players on the Tool Cupboard, Auto Turret, and Code Lock, including the entity owner. This plugin adds a simple, clean UI that shows you exactly who is authorized on the building or deployable you're looking at. Features: - Tool Cupboard: Displays a list of all authorized players and the owner. - Auto Turret: Displays a list of all authorized players and the owner. - Code Lock: Displays the owner, the lock code, and a list of whitelisted (Main) and Guest players. - Other Entities: If you look at any other player-placed entity (furnace, box, etc.), it will display the owner's name. - Pagination: If the list of players is longer than 8, you can use the "Next" and "Previous" buttons to browse. - Copyable Text: All information displayed in the UI (player names, Steam IDs, codes) can be selected and copied by the admin for easy use. - Player Team Info: If you look at a player, the UI will display their team information, including the team leader, all team members, and their Steam IDs. - Permission-based: Use the permission `adminauth.use` to control who can see the UI. How to use: 1. Grant the permission to a player or a group. 2. The player types the chat command `/aauth` to toggle the UI on or off. 3. Simply look at a Tool Cupboard, Turret, Code Lock, any other entity, or a player. The UI will appear with the relevant information. 4. To copy any information (like a Steam ID or Name), simply select the text in the UI with your mouse and copy it (Ctrl+C). Commands: - /aauth - Toggles the AdminAuthorizedUI on and off. Permissions: - adminauth.use - Required to use the /aauth command and see the UI.$13.80 -
Version 1.0.1
2 downloads
UIButtons is a Rust plugin that adds customizable UI buttons to your server. Players can click these buttons to execute commands like /shop, /kit, and more. The buttons are fully configurable through the UIButtons.json file, where you can set button text, commands, and button colors. Features: * Custom Buttons: Easily add buttons with text and commands. * Color Customization: Set button color using RGBA format. * Automatic UI: UI displays automatically when players join. * Configurable: Modify button settings via a simple config file. Example Configuration: { "IsUIVisible": true, "ButtonColor": "0.3568628 0.3568628 0.345098 0.4705882", "Buttons": [ { "Text": "Shop", "Command": "chat.say /shop" }, { "Text": "Vehicle", "Command": "chat.say /menu_vehicle" }, { "Text": "Kits", "Command": "chat.say /kit" }, { "Text": "Credits", "Command": "chat.say /credits" }, { "Text": "Copter", "Command": "chat.say /cb copter" }, { "Text": "Remove", "Command": "chat.say /remove" } ] }$3.49-
- #ui
- #uibuttons
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IIIaKa started following Errors after last FP update
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daddyDUBZtv started following Errors after last FP update
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Please see below errors following most recent update. ```[20:51:48] > Failed to call hook 'OnServerInitialized' on plugin 'ReputationMaster v0.1.5' (InvalidCastException: Specified cast is not valid.) at Oxide.Plugins.ReputationMaster.OnMonumentsWatcherLoaded () [0x0006c] in <970f4b2aa8df41b6bcadde4b20f3fec4>:0 at Oxide.Plugins.ReputationMaster.OnServerInitialized (System.Boolean initial) [0x003bb] in <970f4b2aa8df41b6bcadde4b20f3fec4>:0 at Oxide.Plugins.ReputationMaster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015c6] in <970f4b2aa8df41b6bcadde4b20f3fec4>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Oxide.Core.Plugins.Plugin.CallHook_Patch1(Oxide.Core.Plugins.Plugin,string,object[]) [20:51:48] > Loaded plugin Reputation Master v0.1.5 by IIIaKa [20:51:48] > [Image Library] Starting order ReputationMaster [20:51:49] > Image batch (ReputationMaster) has been stored successfully```