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  2. SunShine ツ

    Broken!

    Broken. I am using the latest version of Oxide. Ignored unexpected plugin compilation failure: VirtualQuarries Error while compiling VirtualQuarries: The type or namespace name 'CarbonAliases' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 23, Pos: 17 [93mIgnored unexpected plugin compilation failure: VirtualQuarries[0m [91mError while compiling VirtualQuarries: The type or namespace name 'CarbonAliases' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 23, Pos: 17[0m
  3. crash

    add please

    Changed Status from Pending to Work in Progress
  4. Today
  5. is it just me or , the Virtual quarry is not refunding the pumpjack or quarry item when removing a pumpjack or quarry, it use to before
  6. rex

    Techtree

    bonjour le plugins fait beug tout les plugins au Au redémarrage Du serveur Tous les plugins Saute. Merci à toi de faire une mise à jour.
  7. Franchesko

    Controller setup

    Why have these settings disappeared from the plugin configuration?? I configure bots through the addon and they are very accurate "Controller setup": { "Brain timer tick (0.01 - 1)": 0.1, "Controls timer tick (0.01 - 1)": 0.5, "Accuracy of fire (lower is better)": 10.0, "Find entities radius": 30.0,
  8. Yac Vaguer

    Compile Error

    Changed Status from Pending to Fixed
  9. Yac Vaguer

    Compile Error

    Fixed
  10. Очень прошу поправить плагин) UiEngineFramework - не работает(( Заранее большое спасибо. Очень жду.
  11. Yac Vaguer

    BoxLabels

    Support just added
  12. what is advanced alerts? its being told to unload that plugin name if imagelibrary doesnt exist line 81 is not right, you gotta look at that lol "does image library exist? if not, unload advancedalerts" man im dying here
  13. Fruster

    Error in console

    Please update the plugin to the latest version and check
  14. Meowhuh

    OreGolems

    Version 1.0.0

    7 downloads

    Turn ordinary ore nodes into massive, animated boss encounters in Rust. Mining resources should not always be a predictable activity. Sometimes, the rocks you are mining should fight back. OreGolems introduces powerful, animated ore golems that can awaken from resource nodes and attack nearby players. Each golem is constructed from Rust entities and features custom animations, multiple attack abilities, destructible armor, and rewarding loot when defeated. Server owners can customize different golem types, health, damage, spawn chances, attack behavior, fixed spawn locations, rewards, health bars, map markers, and performance settings. Perfect for PvE, PvP, Vanilla+, modded, RPG/RP, survival, custom progression, and boss-event Rust servers. Features Adds massive, animated ore golems that players can encounter while mining resources. Four configurable golem types: Stone, Sulfur, Metal, and HQM. Unique appearances for different golem types using matching ore nodes, collectables, and colored lights. Golems are assembled from Rust entities using a custom bone, model, and animation system. Natural spawning system with configurable awakening chances for each ore type. Ore nodes can shake and display warning effects before a golem awakens. Configurable number of warning hits before awakening. Configurable maximum number of active golems for automatic awakening. Optional fixed spawn points with configurable ore types and respawn delays. In-game admin commands to create, remove, and list fixed spawn points. Admin commands to spawn golems manually and remove active golems. Custom animations for walking, waking, punching, ground slamming, grabbing, throwing rocks, staggering, sleeping, and dying. Four configurable attack abilities: Grab and Throw, Rock Throw, Ground Slam, and Punch. Separate damage, range, and cooldown settings for each attack. Per-golem-type attack damage multipliers. Rock throwing with configurable projectile speed, size, and target movement prediction. Grab and Throw attack that can pick up players and throw them through the air. Ground Slam attack with configurable area damage and impact effects. Destructible armor that breaks away as the golem loses health. Configurable armor-breaking stages based on remaining health. Heavy hits can stagger golems and interrupt their attacks. Custom targeting, movement speed, chasing distance, and sleeping behavior. Golems can return to a sleeping ore node while preserving their remaining health. Custom reward ore nodes appear when a golem is defeated. Configurable reward node amounts and resource contents for each golem type. Reward crates with configurable skins and vanilla or custom loot. Custom loot supports item amounts, drop chances, skin IDs, names, and text. Optional economy payouts to the player credited with defeating a golem. Optional UltimateLeaderboard integration for recording golem victories. Configurable lifetimes for reward nodes, debris, and loot crates. Optional in-game health bar displaying the golem type and remaining HP. Optional map markers with configurable radius or shop-style icons. Configurable animation update rate and distance-based network update optimization. Automatic cleanup of golem entities, temporary objects, and expired rewards. Plugin hooks for controlling targeting, awakening, and defeated events. No additional NPC framework required. Golem Types OreGolems includes four different golem types, each with its own appearance, health, damage multiplier, rewards, and loot settings. Golem Type Default Health Resource Type Stone Golem 12,000 HP Stone Sulfur Golem 18,000 HP Sulfur Metal Golem 24,000 HP Metal Ore HQM Golem 32,000 HP High Quality Metal Ore Stone Golem The Stone Golem is the lowest-health default golem type. Health: 12,000 HP. Appearance: Stone ore body with standard industrial lights. Default reward: Stone resource nodes. Default crate loot: Normal crate loot. Sulfur Golem A stronger golem made from sulfur ore resources. Health: 18,000 HP. Appearance: Sulfur ore body with green industrial lights. Default reward: Sulfur Ore and Stones. Default crate loot: Normal crate loot. Metal Golem A powerful golem made from metal ore resources. Health: 24,000 HP. Appearance: Metal ore body with red industrial lights. Default reward: Metal Ore and Stones. Default crate loot: Normal crate loot. HQM Golem The strongest default golem type, offering a more challenging encounter. Health: 32,000 HP. Appearance: HQM ore body with blue industrial lights. Default reward: High Quality Metal Ore and Stones. Default crate loot: Elite crate loot. Tip Custom Golem Difficulty Each golem type has its own configuration for health, attack damage multiplier, reward nodes, reward items, loot crates, and awakening chance. This allows server owners to create different difficulty and reward levels for each resource type. Golem Attacks OreGolems includes four animated combat abilities with separate settings for damage, cooldowns, range, and additional attack behavior. Attack Default Damage Cooldown Range Grab and Throw 20 15 seconds 6.5 m Rock Throw 35 10 seconds 35 m Ground Slam 40 8 seconds 7 m Punch 25 4 seconds 7 m Grab and Throw The golem can grab nearby players and throw them away. Animated grabbing and throwing sequence. Configurable grab damage. Configurable attack range and cooldown. Configurable reach distance from the golem's hand. Adjustable forward and upward throwing speeds. Player throwing uses Rust's ragdoll mechanics. Rock Throw The golem can attack distant players by throwing large rocks. Animated rock pickup and throwing sequence. Configurable minimum and maximum attack ranges. Configurable rock damage and cooldown. Adjustable projectile speed. Configurable rock size. Target movement prediction to help aim at moving players. Rock impact detection and damage. Ground Slam The golem can slam the ground to damage nearby players. Animated ground slam attack. Configurable attack damage. Adjustable attack range and hit radius. Configurable cooldown. Ground impact visual effects. Optional custom impact effect prefab. Punch The golem can attack nearby players using animated punches. Animated punching sequence. Configurable damage and cooldown. Adjustable attack range. Configurable hit radius. Directional hit detection. Tip Example: Increase the Ground Slam damage to 60 and reduce its cooldown to 5 seconds to create a more aggressive boss encounter. Each attack can also be enabled or disabled separately in the configuration. Destructible Armor & Staggering OreGolems features an armor-breaking system that makes fights more visually dynamic as the golem takes damage. Instead of remaining visually unchanged throughout the fight, golems can lose parts of their outer armor as their health decreases. Armor Stage Remaining Health Stage 1 75% HP Stage 2 50% HP Stage 3 25% HP Armor pieces detach when configured health thresholds are reached. Detached pieces fall away from the golem. Armor stages can be customized in the configuration. Powerful hits can trigger a stagger animation. Configurable minimum hit damage required to stagger a golem. Configurable stagger cooldown. Staggering can interrupt the golem's current actions. Tip Example: Set [Armor] Damage in one hit needed to stagger the golem (0.04 = 4% of max health) to 0.04 to allow individual hits dealing at least 4% of the golem's maximum health to trigger a stagger, subject to the configured cooldown. For a Stone Golem with 12,000 HP, this means a hit dealing at least 480 damage can trigger a stagger. Awakening & Natural Spawning OreGolems can turn normal resource gathering into unexpected boss encounters. When a player mines an eligible ore node, the plugin can randomly select that node to become a sleeping golem. Once selected, the ore node begins displaying warning effects as the player continues mining. After the configured warning hits, the golem awakens and begins attacking. Awakening Settings Setting Default Wake chance per ore type 1% Warning hits before awakening 3 Maximum active golems 3 Target radius 30 meters Chase radius 40 meters Different wake chances can be configured for each ore type. Warning effects indicate that a selected ore node may awaken. Golems emerge from their corresponding ore nodes. Golems automatically search for nearby valid player targets. Natural awakening is limited by the configured maximum active golem count. The spawning system checks surrounding terrain and obstacles before selecting natural spawn locations. Note Natural Spawn Notes The default wake chance is 0.01, equal to 1%. The chance applies when an eligible ore node is first considered for awakening. Selected nodes display warning effects during subsequent mining hits. Natural spawn checks avoid unsuitable locations such as monuments, water, nearby Tool Cupboards, steep terrain, and obstructed areas. When fixed spawns are enabled, the plugin uses the fixed-spawn system instead of random awakening from ordinary ore nodes. Fixed Spawn Points Server owners can optionally create permanent golem encounter locations. Fixed spawn points create sleeping ore nodes at configured positions, allowing players to trigger golem encounters by mining them. Enable or disable fixed spawning. Create spawn points directly in-game. Select the ore type for each spawn point. Assign a unique name to each location. Automatically save spawn coordinates to the configuration. List all configured spawn locations. Remove unwanted spawn locations. Configurable respawn delay. Fixed spawn nodes can return after their encounter has ended. Fixed Spawn Commands /golem point add <name> [type] - Saves a fixed spawn point at your current position. /golem point remove <name> - Removes a saved spawn point. /golem point list - Lists all saved spawn points and their coordinates. Command Examples /golem point add StoneBoss stone /golem point add SulfurBoss sulfur /golem point add MetalBoss metal /golem point add HQMBoss hqm /golem point list /golem point remove StoneBoss Note Fixed Spawn Setup Fixed spawns are disabled by default. Set [Fixed Spawns] Enabled to true under Fixed spawns in the configuration. The default respawn delay is 900 seconds (15 minutes). You can create spawn points while the system is disabled, but they will not become active until fixed spawning is enabled and the plugin is reloaded. Golem Behavior OreGolems includes configurable movement and targeting behavior. Setting Default Target radius 30 m Chase radius 40 m Walk speed 1.3 m/s Time without target before sleeping 30 seconds Sleeping node lifetime 1,800 seconds Searches for nearby valid players. Moves toward its target using animated walking. Uses configured attacks depending on the player's distance. Limits how far it can chase players from its awakening location. Can return toward its original position. Can return to a sleeping ore node after losing its target. Preserves remaining health when returning to sleep. Sleeping nodes can awaken again when mined. Temporary sleeping nodes expire after their configured lifetime. Tip Example: Increase [Behavior] Walk speed (meters per second) to 2.0 and [Behavior] Maximum chase distance from where the golem woke up (meters) to 60 to make golems move faster and pursue players across a larger area. Rewards & Loot Defeating a golem can reward players with collectible resource nodes, loot crates, and optional economy payouts. Reward Ore Nodes Each golem type supports custom reward nodes containing configurable resource items. Golem Type Default Resource Contents per Node Stone 1,000 Stones Sulfur 600 Sulfur Ore + 300 Stones Metal 600 Metal Ore + 300 Stones HQM 60 HQM Ore + 300 Stones By default, each golem can produce up to 3 reward nodes when defeated, depending on available ore parts. Reward nodes can be mined to collect their configured resources. Loot Crates Each defeated golem also creates a reward crate. Configurable crate skin for each golem type. Option to use vanilla loot. Configurable vanilla loot source crate. Optional custom loot tables. Configurable item shortnames. Minimum and maximum item amounts. Individual item drop chances. Custom item skin IDs. Custom item display names. Custom item text, including personalized messages on notes. Tip Example: Configure a special HQM Golem reward crate using custom loot instead of the default elite crate loot. You can add valuable items, set custom chances, and customize how much loot players receive when defeating the boss. The default custom loot examples include Scrap with a configurable drop chance and a custom-named Golem Hunter's Note containing a message. Note Custom Loot Settings Each golem type has its own custom loot list. You can configure item shortnames, amounts, chances, skins, names, and text. The included examples contain Scrap with a 50% chance and a Golem Hunter's Note with a 100% chance. Standard Rust crate loot is enabled by default. Custom loot is used only when standard Rust loot is disabled for that golem type. Reward Lifetimes Reward Object Default Lifetime Reward ore nodes 900 seconds Golem debris 60 seconds Loot crates 900 seconds These values can be customized in the configuration. Economy & Leaderboard Integration OreGolems supports optional integrations for rewarding and tracking boss victories. Economy Payouts Server owners can configure economy rewards for each golem type. Configurable economy plugin name. Configurable balance addition hook. Separate payout amount for each golem type. Set the amount to 0 to disable economy rewards. Payouts are awarded to the player credited with defeating the golem. The default economy plugin name is Economics, using the Deposit hook. Other economy plugins can be configured using their supported balance hooks. UltimateLeaderboard OreGolems includes optional UltimateLeaderboard integration. When a golem is defeated, the plugin can record an event victory for the credited player through UltimateLeaderboard's API. Note Integration Notes Economy integration is optional. Economy payouts are disabled by default. UltimateLeaderboard integration is optional. The plugin determines the credited killer using recorded damage contributions. Both integrations require their respective plugins to be installed and compatible. Health Bar & Map Markers OreGolems includes optional visual information to help players identify and track active golems. Health Bar Configurable in-game health bar. Shows the golem's ore type. Displays current and maximum health. Automatically updates during combat. Configurable display distance. Shows nearby active golems without requiring a chat command. Default health bar distance: 50 meters. Map Markers Optional map markers for active golems. Supports a radius-style map marker. Optional shop-style map icon. Configurable marker radius. Markers are removed when the golem is defeated or removed. Note Default Settings Health bars are enabled by default. Map markers are disabled by default. Both features can be configured separately. Performance Settings OreGolems includes configurable performance settings for controlling animation and network updates. Configurable animation ticks per second. Distance-based update behavior. Reduced network update frequency for distant golems. Configurable distance for far update rates. Configurable distance beyond which pose network updates are suppressed. Automatic removal of temporary combat effects and objects. Configurable maximum active golem count for automatic awakening. Setting Default Animation ticks per second 20 Far update distance 80 m Far update rate 10 updates/second Network update cutoff distance 200 m Tip Performance Tip For servers expecting frequent boss encounters, adjust the maximum active golems, animation tick rate, and distance-based update settings to suit your server performance. Admin Commands /golem spawn <type> - Spawns the selected golem type in front of the admin. /golem play <sequence> - Plays an animation sequence on the nearest active golem. /golem clear - Removes all active golems. /golem point add <name> [type] - Creates a fixed spawn point at the admin's current location. /golem point remove <name> - Removes a fixed spawn point. /golem point list - Lists all configured fixed spawn points. Command Examples /golem spawn stone /golem spawn sulfur /golem spawn metal /golem spawn hqm /golem play wake /golem play punch /golem play slam /golem play grab /golem play rock /golem play stagger /golem play sleep /golem play death /golem play walk /golem clear /golem point add StoneBoss stone /golem point add SulfurBoss sulfur /golem point add HQMBoss hqm /golem point list /golem point remove StoneBoss Note Command Notes All /golem commands require oregolems.admin. The spawn command defaults to Stone when no ore type is provided. The play command targets the nearest active golem. The clear command removes active golems. Fixed spawn points are saved in the plugin configuration. The default ore type for new fixed spawn points is Stone. Console Commands oregolems.spawn <type> - Spawns the selected golem type in front of the player using the client console. oregolems.clear - Removes all active golems. Note Console Access The spawn console command requires a player context and oregolems.admin. The clear console command supports authorized players and the server console. Permissions oregolems.admin - Grants access to all OreGolems admin commands, including spawning, animation playback, clearing golems, and managing fixed spawn points. Normal players do not need permissions to encounter, fight, or collect rewards from ore golems. Installation OreGolems supports both Oxide (uMod) and Carbon. The downloaded ZIP contains two required files: OreGolems.cs - Main plugin file. data/OreGolems/Golem.json - Golem model, parts, poses, and animation data. Installation Steps Extract the downloaded ZIP archive. Upload OreGolems.cs to your server's plugin folder: Oxide: oxide/plugins/ Carbon: carbon/plugins/ Upload Golem.json to your server's data folder: Oxide: oxide/data/OreGolems/ Carbon: carbon/data/OreGolems/ Make sure both files are in the correct directories. Load or reload the OreGolems plugin. Edit the generated configuration: Oxide: oxide/config/OreGolems.json Carbon: carbon/configs/OreGolems.json Grant the admin permission if you want to use the management commands. Oxide File Structure oxide/ ├── plugins/ │ └── OreGolems.cs ├── data/ │ └── OreGolems/ │ └── Golem.json └── config/ └── OreGolems.json Carbon File Structure carbon/ ├── plugins/ │ └── OreGolems.cs ├── data/ │ └── OreGolems/ │ └── Golem.json └── configs/ └── OreGolems.json Warning Important Installation Requirement The Golem.json data file is required for OreGolems to function. This file contains the custom model and animation definitions used to construct and animate the golems. If the file is missing or cannot be loaded, the plugin will report an error and unload. Do not upload only the .cs file. Make sure to include the supplied data folder. Example Configuration { "Ore types": { "stone": { "[Ore] Wake chance on the first hit of a natural ore node (0.50 = 50%)": 0.01, "[Ore] Maximum health (HP)": 12000.0, "[Ore] Attack damage multiplier": 1.0, "[Ore] Maximum ore nodes dropped on death": 3, "Items in each dropped ore node": [ { "Item shortname": "stones", "Amount": 1000 } ], "Loot crate dropped on death": { "[Loot] Crate skin ID": 2538049119, "[Loot] Use standard Rust crate loot": true, "[Loot] Rust crate prefab to copy loot from (e.g. crate_normal)": "crate_normal", "Custom loot (used when standard Rust loot is disabled)": [ { "Item shortname": "scrap", "Minimum amount": 25, "Maximum amount": 50, "Chance to include this item (0.5 = 50%)": 0.5, "Skin ID": 0, "Custom name": "", "Custom text": "" }, { "Item shortname": "note", "Minimum amount": 1, "Maximum amount": 1, "Chance to include this item (0.5 = 50%)": 1.0, "Skin ID": 0, "Custom name": "Golem Hunter's Note", "Custom text": "You defeated an Ore Golem. The loot is yours!" } ] }, "Economy reward for the player who dealt the most damage": { "[Economy] Economy plugin name": "Economics", "[Economy] Economy plugin hook that adds to the player's balance": "Deposit", "[Economy] Reward amount (0 = no payout)": 0.0 }, "[Ore] Ore node prefab used for the golem body": "stone-ore", "[Ore] Ore collectible prefab used for body parts and thrown rocks": "stone-collectable", "[Ore] Lamp prefab used for the golem's eyes": "industrial.wall.lamp.deployed" }, "sulfur": { "[Ore] Wake chance on the first hit of a natural ore node (0.50 = 50%)": 0.01, "[Ore] Maximum health (HP)": 18000.0, "[Ore] Attack damage multiplier": 1.0, "[Ore] Maximum ore nodes dropped on death": 3, "Items in each dropped ore node": [ { "Item shortname": "sulfur.ore", "Amount": 600 }, { "Item shortname": "stones", "Amount": 300 } ], "Loot crate dropped on death": { "[Loot] Crate skin ID": 2517917450, "[Loot] Use standard Rust crate loot": true, "[Loot] Rust crate prefab to copy loot from (e.g. crate_normal)": "crate_normal", "Custom loot (used when standard Rust loot is disabled)": [ { "Item shortname": "scrap", "Minimum amount": 25, "Maximum amount": 50, "Chance to include this item (0.5 = 50%)": 0.5, "Skin ID": 0, "Custom name": "", "Custom text": "" }, { "Item shortname": "note", "Minimum amount": 1, "Maximum amount": 1, "Chance to include this item (0.5 = 50%)": 1.0, "Skin ID": 0, "Custom name": "Golem Hunter's Note", "Custom text": "You defeated an Ore Golem. The loot is yours!" } ] }, "Economy reward for the player who dealt the most damage": { "[Economy] Economy plugin name": "Economics", "[Economy] Economy plugin hook that adds to the player's balance": "Deposit", "[Economy] Reward amount (0 = no payout)": 0.0 }, "[Ore] Ore node prefab used for the golem body": "sulfur-ore", "[Ore] Ore collectible prefab used for body parts and thrown rocks": "sulfur-collectable", "[Ore] Lamp prefab used for the golem's eyes": "industrial.wall.lamp.green.deployed" }, "metal": { "[Ore] Wake chance on the first hit of a natural ore node (0.50 = 50%)": 0.01, "[Ore] Maximum health (HP)": 24000.0, "[Ore] Attack damage multiplier": 1.0, "[Ore] Maximum ore nodes dropped on death": 3, "Items in each dropped ore node": [ { "Item shortname": "metal.ore", "Amount": 600 }, { "Item shortname": "stones", "Amount": 300 } ], "Loot crate dropped on death": { "[Loot] Crate skin ID": 2509860100, "[Loot] Use standard Rust crate loot": true, "[Loot] Rust crate prefab to copy loot from (e.g. crate_normal)": "crate_normal", "Custom loot (used when standard Rust loot is disabled)": [ { "Item shortname": "scrap", "Minimum amount": 25, "Maximum amount": 50, "Chance to include this item (0.5 = 50%)": 0.5, "Skin ID": 0, "Custom name": "", "Custom text": "" }, { "Item shortname": "note", "Minimum amount": 1, "Maximum amount": 1, "Chance to include this item (0.5 = 50%)": 1.0, "Skin ID": 0, "Custom name": "Golem Hunter's Note", "Custom text": "You defeated an Ore Golem. The loot is yours!" } ] }, "Economy reward for the player who dealt the most damage": { "[Economy] Economy plugin name": "Economics", "[Economy] Economy plugin hook that adds to the player's balance": "Deposit", "[Economy] Reward amount (0 = no payout)": 0.0 }, "[Ore] Ore node prefab used for the golem body": "metal-ore", "[Ore] Ore collectible prefab used for body parts and thrown rocks": "metal-collectable", "[Ore] Lamp prefab used for the golem's eyes": "industrial.wall.lamp.red.deployed" }, "hqm": { "[Ore] Wake chance on the first hit of a natural ore node (0.50 = 50%)": 0.01, "[Ore] Maximum health (HP)": 32000.0, "[Ore] Attack damage multiplier": 1.0, "[Ore] Maximum ore nodes dropped on death": 3, "Items in each dropped ore node": [ { "Item shortname": "hq.metal.ore", "Amount": 60 }, { "Item shortname": "stones", "Amount": 300 } ], "Loot crate dropped on death": { "[Loot] Crate skin ID": 2446262619, "[Loot] Use standard Rust crate loot": true, "[Loot] Rust crate prefab to copy loot from (e.g. crate_normal)": "crate_elite", "Custom loot (used when standard Rust loot is disabled)": [ { "Item shortname": "scrap", "Minimum amount": 25, "Maximum amount": 50, "Chance to include this item (0.5 = 50%)": 0.5, "Skin ID": 0, "Custom name": "", "Custom text": "" }, { "Item shortname": "note", "Minimum amount": 1, "Maximum amount": 1, "Chance to include this item (0.5 = 50%)": 1.0, "Skin ID": 0, "Custom name": "Golem Hunter's Note", "Custom text": "You defeated an Ore Golem. The loot is yours!" } ] }, "Economy reward for the player who dealt the most damage": { "[Economy] Economy plugin name": "Economics", "[Economy] Economy plugin hook that adds to the player's balance": "Deposit", "[Economy] Reward amount (0 = no payout)": 0.0 }, "[Ore] Ore node prefab used for the golem body": "hqm-ore", "[Ore] Ore collectible prefab used for body parts and thrown rocks": "hqm-collectable", "[Ore] Lamp prefab used for the golem's eyes": "industrial.wall.lamp.blue.deployed" } }, "Wake-up settings": { "[Wake] Warning hits before a natural ore node wakes up": 3, "[Wake] Maximum golems awake at once": 3 }, "Fixed spawns": { "[Fixed Spawns] Enabled": false, "[Fixed Spawns] Respawn delay (seconds)": 900.0, "Saved spawn points": {} }, "Golem behavior": { "[Behavior] Distance to detect players (meters)": 30.0, "[Behavior] Maximum chase distance from where the golem woke up (meters)": 40.0, "[Behavior] Walk speed (meters per second)": 1.3, "[Behavior] Wait without a target before returning to sleep (seconds)": 30.0, "[Behavior] Time before a sleeping golem outside a fixed spawn disappears (seconds)": 1800.0 }, "Attacks": { "Grab and throw": { "[Attack] Enabled": true, "[Attack] Damage": 20.0, "[Attack] Wait before using this attack again (seconds)": 15.0, "[Attack] Maximum distance to start this attack (meters)": 6.5, "[Attack] Distance the hand can grab a player from (meters)": 4.0, "[Attack] Player throw speed forward (meters per second)": 12.0, "[Attack] Player throw speed upward (meters per second)": 9.0 }, "Rock throw": { "[Attack] Enabled": true, "[Attack] Damage": 35.0, "[Attack] Wait before using this attack again (seconds)": 10.0, "[Attack] Maximum distance to start this attack (meters)": 35.0, "[Attack] Minimum distance to throw a rock (meters)": 12.0, "[Attack] Rock speed (meters per second)": 24.0, "[Attack] How much to aim ahead of moving players (0 to 1)": 0.8, "[Attack] Rock size multiplier (1 = normal size)": 1.4 }, "Ground slam": { "[Attack] Enabled": true, "[Attack] Damage": 40.0, "[Attack] Wait before using this attack again (seconds)": 8.0, "[Attack] Maximum distance to start this attack (meters)": 7.0, "[Attack] Hit radius (meters)": 4.0 }, "[Slam] Extra ground slam effect prefab (leave blank to disable)": "assets/bundled/prefabs/fx/impacts/physics/phys-impact-stone-hard.prefab", "Punch": { "[Attack] Enabled": true, "[Attack] Damage": 25.0, "[Attack] Wait before using this attack again (seconds)": 4.0, "[Attack] Maximum distance to start this attack (meters)": 7.0, "[Attack] Hit radius (meters)": 3.0 } }, "Armor": { "[Armor] Remaining health levels where armor falls off (0.75 = 75%)": [ 0.75, 0.5, 0.25 ], "[Armor] Damage in one hit needed to stagger the golem (0.04 = 4% of max health)": 0.04, "[Armor] Minimum time between staggers (seconds)": 12.0 }, "Rewards": { "[Rewards] Time before dropped ore nodes disappear (seconds)": 900.0, "[Rewards] Time before golem debris disappears (seconds)": 60.0, "[Rewards] Time before the loot crate disappears (seconds)": 900.0 }, "Performance": { "[Performance] Use fewer network updates beyond this distance (meters)": 80.0, "[Performance] Network updates per second for distant golems": 10.0, "[Performance] Stop sending movement updates beyond this distance (meters)": 200.0 }, "Health bar": { "[Health Bar] Enabled": true, "[Health Bar] Distance at which players can see the health bar (meters)": 50.0 }, "Map markers": { "[Map Markers] Enabled": false, "[Map Markers] Use a shop icon (false = circle marker)": false, "[Map Markers] Circle marker size": 0.15 }, "[Animation] Updates per second": 20.0, "Config Version": { "Major": 1, "Minor": 0, "Patch": 0 } } Note Configuration Notes Ore Types: Configure individual golem health, wake chance, damage multipliers, rewards, crate loot, economy payouts, and appearance prefabs. Wake-up Settings: Control warning hits and the maximum number of automatically awakened golems. Fixed Spawns: Enable permanent encounter locations and configure their respawn delays. Golem Behavior: Configure targeting range, chasing distance, movement speed, and sleeping behavior. Grab and Throw: Configure grabbing range, damage, cooldown, and throwing force. Rock Throw: Configure projectile damage, range, speed, size, and target prediction. Ground Slam: Configure area damage, hit radius, cooldown, and impact effects. Punch: Configure melee damage, hit radius, and cooldown. Armor: Configure armor-breaking stages and stagger behavior. Rewards: Configure temporary reward node, crate, and debris lifetimes. Performance: Adjust distance-based network update behavior. Health Bar: Enable or disable the in-game boss health bar and configure its display distance. Map Markers: Enable optional map indicators for active golems. Animation Rate: Configure animation updates per second. Developer Hooks OreGolems exposes hooks that other plugins can use to control encounters or respond to golem events. CanOreGolemWake Called before a golem awakens. object CanOreGolemWake(BasePlayer player, string type, Vector3 position) Return false to prevent the golem from awakening. OnOreGolemWake Called when a golem awakens. void OnOreGolemWake(BasePlayer player, string type, Vector3 position) Useful for integrations such as event notifications or custom encounter tracking. CanOreGolemTarget Called when checking whether a player can be targeted by a golem. object CanOreGolemTarget(BasePlayer player, string type) Return false to exclude the player from golem targeting. OnOreGolemDefeated Called when a golem is defeated and its rewards are created. void OnOreGolemDefeated(BasePlayer killer, string type, Vector3 position) Useful for custom rewards, statistics, achievements, and event integrations. Note Hook Notes type identifies the golem type, such as stone, sulfur, metal, or hqm. The killer is determined using recorded player damage contributions. killer can be null when no valid credited player is available. These hooks allow other plugins to integrate with OreGolems without modifying its source code. Why Choose OreGolems? Mining in Rust should not always be a simple, predictable activity. OreGolems transforms ordinary resource nodes into unexpected boss encounters that challenge players and reward them for surviving. With four different golem types, custom animations, multiple attack abilities, destructible armor, dynamic spawning, configurable rewards, optional economy integration, and detailed behavior controls, OreGolems adds a new layer of danger and excitement to resource gathering. Whether you want rare boss encounters while mining, dedicated boss locations with fixed spawns, or challenging PvE content with valuable rewards, OreGolems gives server owners the flexibility to create memorable encounters using Rust's existing world and entities
    $29.99
  15. Hey, Sorry, I uploaded an old version of the file by error, it should now be working. Sorry for the mistake.
  16. tofurahie

    Need an update

    Changed Status from Pending to Closed Changed Fixed In from Not set to Next Version
  17. 0xF

    CustomizableWeapons

    Hello, please make sure to keep the CID library updated as a priority. The issue is likely due to you not having updated the library.
  18. MeventSupport

    Kits

    Hey! So the Denied button has its own position settings, separate from Take. In your Kit Settings just copy the AnchorMin, AnchorMax, OffsetMin and OffsetMax from "Kit Button Take (when show info)" into "Kit Button Denied (when show info)", and the same for the plain "Kit Button Take" into "Kit Button Denied". Thatll put DENIED where Take sits and it wont cover the no permission text anymore. About hidden kits, regular players never see them. Admins do when SHOW ALL is ticked, and with "Can admins edit? (by flag)": true any admin flagged player counts. Try it on a non admin account and theyll be gone. The arrow logs are just offline image mode. Grab the fresh PluginsStorage zip and copy its Images folder into data/TheMevent again, arrow-up.png and arrow-down.png are in Images/Kits.
  19. Appreciate it! Thank you for looking into this!
  20. Fruster

    no Sound effect

    I checked this: the warning is generated by the Rust client when you equip the Geiger counter because its first-person model has a missing sound reference. This cannot currently be fixed through a server-side plugin. The warning itself should not affect server performance or your gameplay experience. As for the hacking sound in the plugin, it works correctly and should be audible while you are hacking a locked crate.
  21. nivex

    Raidable Bases

    ya this is client side, sometimes it appears correctly, and re-opening the map causes the issue again. I tried increasing Y for the vending marker but this didn't help. so it will have to stay as-is unless Facepunch fixes it @brunosilvauk@Cargonia
  22. ProjektEU

    KICK SERVER problem

    Hello, when the event starts, it kicks everyone on the server.
  23. it is absolutely when the bar pops up it kicks players. I wont install any update until its confirmed working.
  24. The server fails to start in the latest version as well. If I remove only "Broomstick," the server starts up correctly. Could you please look into this?
  25. SVR-Gaming

    Need an update

    { "Use time control": true, "Day length [minutes]": 90, "Night length [minutes]": 1, "New weather present notify in the console [true/false]": true, "Sunrise time": 7.33, "Sunset time": 19.7, "Skip night": true, "Use a custom schedule": true, "SkipNight Setup": { "Enable": false, "Command": "nskip", "Vote timer [seconds]": 60, "What percentage of players have to vote to skip the night [1 - 99]": 50, "Start time when skip night vote will starts [hours]": 19.0, "End time of skip night [hours]": 9.0, "Max numbers of night that can be skipped in a row [-1 to disbale]": 5, "Sound effect when voting starts": "assets/prefabs/locks/keypad/effects/lock.code.lock.prefab", "Start vote message [available variables: {timer} - vote timer, {command} - command to vote, {percentage} - percentage of players have to vote]": "Vote to skip night has started! You have {timer} seconds to vote. Type <color=yellow>/{command}</color> to vote.", "Enought votes to skip night message [{percentage} - percentage of players have to vote]": "The vote passed! {percentage}% players voted to skip night.", "Not enought votes to skip night message [{percentage} - percentage of players have to vote]": "Not enough votes! Only {percentage}% players voted to skip night." }, "IRL Weather presets": { "Use IRL weather": false, "API key [https://home.openweathermap.org/users/sign_up] (YOU DON'T NEED TO PAY FOR THIS)": "", "Latitude [https://www.latlong.net]": 0.0, "Longitude [https://www.latlong.net]": 0.0, "Preset names [site's weather name which the plugin get from API and preset that should be applied": { "Clear": "Clear", "Clouds": "Clear", "Atmosphere": "Fog", "Drizzle": "RainMild", "Rain": "RainHeavy", "Snow": "RainMild", "Thunderstorm": "Storm" } }, "Personal weather": { "Enable": true, "Chat command": "myweather", "Available preset names [empty - all presets]": [] }, "Custom schedule [1-24 - Preset Names | don't change the numbers]": { "1": "Clear", "2": "Clear", "3": "Clear", "4": "Clear", "5": "RainMild", "6": "Clear", "7": "Clear", "8": "Clear", "9": "Clear", "10": "RainMild", "11": "Clear", "12": "Clear", "13": "Clear", "14": "Clear", "15": "RainMild", "16": "Clear", "17": "RainMild", "18": "Clear", "19": "Clear", "20": "Clear", "21": "clear", "22": "RainMild", "23": "Clear", "24": "Dust" }, "Presets": [ { "Name": "NewPreset", "Duration [seconds]": 14400, "Transition time [seconds]": 60, "Chance [0 - 100%]": 15, "Wind": 1.0, "Rain": 1.0, "Thunder": 1.0, "Rainbow": 1.0, "Ocean": 1.0, "Atmosphere rayleigh": -1.0, "Atmosphere mie": -1.0, "Atmosphere contrast": 1.0, "Atmosphere directionality": 1.0, "Atmosphere fogginess": 1.0, "Atmosphere brightness": 1.0, "Clouds size": -1.0, "Clouds opacity": -1.0, "Clouds coverage": -1.0, "Clouds sharpness": -1.0, "Clouds coloring": -1.0, "Clouds attenuation": -1.0, "Clouds saturation": -1.0, "Clouds scattering": -1.0, "Clouds brightness": -1.0, "Atmosphere night brightness": -1.0, "Atmosphere night contrast": -1.0, "Ambient light multiplier": 1.0, "Directional light multiplier": -1.0, "Reflection multiplier": -1.0, "Sun mesh brightness multiplier": -1.0, "Moon mesh brightness multiplier": 1.0, "Fog multiplier": -1.0, "Biome fog distance curve": -1.0, "Biome fog ambient saturation multiplier": -1.0, "Atmosphere fog height falloff": -1.0, "Atmosphere fog ramp start distance": -1.0, "Atmosphere fog ramp end distance": 0.0, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": -1.0, "Volume clouds mooon color scale": -1.0, "Override cloud config": -1 }, { "Name": "Clear", "Duration [seconds]": 2700, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 25.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 0.02, "Atmosphere rayleigh": 1.05, "Atmosphere mie": 0.95, "Atmosphere contrast": 1.05, "Atmosphere directionality": 0.7, "Atmosphere fogginess": 0.35, "Atmosphere brightness": 1.45, "Clouds size": 2.0, "Clouds opacity": 1.0, "Clouds coverage": 0.0, "Clouds sharpness": 0.0, "Clouds coloring": 1.0, "Clouds attenuation": 0.0, "Clouds saturation": 1.0, "Clouds scattering": 1.0, "Clouds brightness": 1.0, "Atmosphere night brightness": 0.25, "Atmosphere night contrast": 0.95, "Ambient light multiplier": 1.0, "Directional light multiplier": 1.0, "Reflection multiplier": 1.0, "Sun mesh brightness multiplier": 2.0, "Moon mesh brightness multiplier": 2.0, "Fog multiplier": 5.0, "Biome fog distance curve": 0.2, "Biome fog ambient saturation multiplier": 1.5, "Atmosphere fog height falloff": 0.006, "Atmosphere fog ramp start distance": 0.0, "Atmosphere fog ramp end distance": 0.01, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": -1.0, "Volume clouds mooon color scale": -1.0, "Override cloud config": 0 }, { "Name": "Dust", "Duration [seconds]": 2700, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 0.75, "Rain": 1.0, "Thunder": 1.0, "Rainbow": 1.0, "Ocean": 0.0, "Atmosphere rayleigh": 0.25, "Atmosphere mie": 1.55, "Atmosphere contrast": 0.65, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.25, "Atmosphere brightness": 0.95, "Clouds size": 3.35, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 1.0, "Clouds coloring": 0.65, "Clouds attenuation": 0.25, "Clouds saturation": 0.05, "Clouds scattering": 0.65, "Clouds brightness": 0.55, "Atmosphere night brightness": 0.25, "Atmosphere night contrast": 1.25, "Ambient light multiplier": 1.0, "Directional light multiplier": 0.45, "Reflection multiplier": 1.0, "Sun mesh brightness multiplier": 1.0, "Moon mesh brightness multiplier": 1.0, "Fog multiplier": 28.0, "Biome fog distance curve": 0.7, "Biome fog ambient saturation multiplier": 0.35, "Atmosphere fog height falloff": 0.004, "Atmosphere fog ramp start distance": 0.0, "Atmosphere fog ramp end distance": 0.0001, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": -1.0, "Volume clouds mooon color scale": -1.0, "Override cloud config": 1 }, { "Name": "Fog", "Duration [seconds]": 2700, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 0.0, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 0.0, "Atmosphere rayleigh": 0.25, "Atmosphere mie": 1.55, "Atmosphere contrast": 0.65, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.25, "Atmosphere brightness": 0.95, "Clouds size": 3.35, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 1.0, "Clouds coloring": 0.65, "Clouds attenuation": 0.25, "Clouds saturation": 0.05, "Clouds scattering": 0.65, "Clouds brightness": 0.55, "Atmosphere night brightness": 0.25, "Atmosphere night contrast": 1.25, "Ambient light multiplier": 1.0, "Directional light multiplier": 0.45, "Reflection multiplier": 1.0, "Sun mesh brightness multiplier": 1.0, "Moon mesh brightness multiplier": 1.0, "Fog multiplier": 28.0, "Biome fog distance curve": 0.7, "Biome fog ambient saturation multiplier": 0.35, "Atmosphere fog height falloff": 0.004, "Atmosphere fog ramp start distance": 0.0, "Atmosphere fog ramp end distance": 0.0001, "Volume clouds sky occlusion": -1.0, "Volume clouds atmospheric haze": -1.0, "Volume clouds sun color scale": -1.0, "Volume clouds mooon color scale": -1.0, "Override cloud config": 1 }, { "Name": "Overcast", "Duration [seconds]": 2700, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 0.4, "Rain": 0.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 1.75, "Atmosphere rayleigh": 0.75, "Atmosphere mie": 1.25, "Atmosphere contrast": 0.65, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.35, "Atmosphere brightness": 1.05, "Clouds size": 7.75, "Clouds opacity": 1.0, "Clouds coverage": 0.95, "Clouds sharpness": 0.95, "Clouds coloring": 0.25, "Clouds attenuation": 0.35, "Clouds saturation": 0.05, "Clouds scattering": 1.25, "Clouds brightness": 1.25, "Atmosphere night brightness": 0.45, "Atmosphere night contrast": 1.35, "Ambient light multiplier": 1.0, "Directional light multiplier": 0.45, "Reflection multiplier": 1.0, "Sun mesh brightness multiplier": 1.0, "Moon mesh brightness multiplier": 1.0, "Fog multiplier": 6.0, "Biome fog distance curve": 0.4, "Biome fog ambient saturation multiplier": 0.75, "Atmosphere fog height falloff": 0.004, "Atmosphere fog ramp start distance": 0.0, "Atmosphere fog ramp end distance": 0.0001, "Volume clouds sky occlusion": 0.4, "Volume clouds atmospheric haze": 0.7, "Volume clouds sun color scale": 0.04, "Volume clouds mooon color scale": -1.0, "Override cloud config": 2 }, { "Name": "RainMild", "Duration [seconds]": 2700, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 0.9, "Rain": 0.1, "Thunder": 0.0, "Rainbow": 1.0, "Ocean": 0.01, "Atmosphere rayleigh": 0.35, "Atmosphere mie": 1.05, "Atmosphere contrast": 0.75, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.35, "Atmosphere brightness": 1.25, "Clouds size": 3.25, "Clouds opacity": 1.0, "Clouds coverage": 0.45, "Clouds sharpness": 0.25, "Clouds coloring": 0.75, "Clouds attenuation": 0.05, "Clouds saturation": 0.65, "Clouds scattering": 0.75, "Clouds brightness": 1.05, "Atmosphere night brightness": 0.35, "Atmosphere night contrast": 1.35, "Ambient light multiplier": 1.0, "Directional light multiplier": 0.45, "Reflection multiplier": 1.0, "Sun mesh brightness multiplier": 1.0, "Moon mesh brightness multiplier": 1.0, "Fog multiplier": 6.0, "Biome fog distance curve": 0.3, "Biome fog ambient saturation multiplier": 1.0, "Atmosphere fog height falloff": 0.004, "Atmosphere fog ramp start distance": 0.0, "Atmosphere fog ramp end distance": 0.0001, "Volume clouds sky occlusion": 0.4, "Volume clouds atmospheric haze": 0.7, "Volume clouds sun color scale": 0.04, "Volume clouds mooon color scale": -1.0, "Override cloud config": 4 }, { "Name": "RainHeavy", "Duration [seconds]": 2700, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 0.7, "Rain": 1.0, "Thunder": 0.0, "Rainbow": 0.0, "Ocean": 1.75, "Atmosphere rayleigh": 0.25, "Atmosphere mie": 1.15, "Atmosphere contrast": 0.65, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.35, "Atmosphere brightness": 1.45, "Clouds size": 7.75, "Clouds opacity": 1.0, "Clouds coverage": 0.95, "Clouds sharpness": 1.0, "Clouds coloring": 0.25, "Clouds attenuation": 0.35, "Clouds saturation": 0.05, "Clouds scattering": 1.25, "Clouds brightness": 1.95, "Atmosphere night brightness": 0.35, "Atmosphere night contrast": 1.45, "Ambient light multiplier": 1.0, "Directional light multiplier": 0.45, "Reflection multiplier": 1.0, "Sun mesh brightness multiplier": 1.0, "Moon mesh brightness multiplier": 1.0, "Fog multiplier": 12.0, "Biome fog distance curve": 0.4, "Biome fog ambient saturation multiplier": 0.25, "Atmosphere fog height falloff": 0.004, "Atmosphere fog ramp start distance": 0.0, "Atmosphere fog ramp end distance": 0.0001, "Volume clouds sky occlusion": 0.4, "Volume clouds atmospheric haze": 0.7, "Volume clouds sun color scale": 0.04, "Volume clouds mooon color scale": -1.0, "Override cloud config": 3 }, { "Name": "Storm", "Duration [seconds]": 2700, "Transition time [seconds]": 300, "Chance [0 - 100%]": 15, "Wind": 50.0, "Rain": 0.8, "Thunder": 1.0, "Rainbow": 1.0, "Ocean": 10.0, "Atmosphere rayleigh": 0.35, "Atmosphere mie": 1.55, "Atmosphere contrast": 0.55, "Atmosphere directionality": 0.75, "Atmosphere fogginess": 0.55, "Atmosphere brightness": 0.95, "Clouds size": 4.75, "Clouds opacity": 1.0, "Clouds coverage": 1.0, "Clouds sharpness": 0.25, "Clouds coloring": 0.25, "Clouds attenuation": 0.85, "Clouds saturation": 0.95, "Clouds scattering": 1.0, "Clouds brightness": 0.25, "Atmosphere night brightness": 0.15, "Atmosphere night contrast": 1.35, "Ambient light multiplier": 1.0, "Directional light multiplier": 0.35, "Reflection multiplier": 1.0, "Sun mesh brightness multiplier": 1.0, "Moon mesh brightness multiplier": 2.0, "Fog multiplier": 10.0, "Biome fog distance curve": 0.5, "Biome fog ambient saturation multiplier": 1.0, "Atmosphere fog height falloff": 0.004, "Atmosphere fog ramp start distance": 0.0, "Atmosphere fog ramp end distance": 0.0001, "Volume clouds sky occlusion": 0.61, "Volume clouds atmospheric haze": 0.73, "Volume clouds sun color scale": 0.005, "Volume clouds mooon color scale": -1.0, "Override cloud config": 5 } ] }
  26. SVR-Gaming

    Update not working

    well it works but Icon not showing now for upgrades
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