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Nicholas Smith joined the community
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Changed Status from Pending to Closed
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SedeWorks joined the community
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Just checking in as wipe is in 34 hours.
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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zablaso joined the community
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- 47 comments
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CREATIVE changed their profile photo
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Junk Rat Rust started following Synecdoche and Cataclysm: Fury of Nature
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DILLIGAF started following Error on new update
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Whispers88 started following Error on new update
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Error while compiling Skinner: The type name 'ReskinPreserveInfo' does not exist in the type 'SprayCan' | Line: 2671, Pos: 22
- Today
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Version 1.0.1
1 download
Dennkins Dam A dam located in a beautiful area. Open the floodgate in the center and fight your way through the underground sections of the dam. 1605 Objekts Crate Basic 6 Crate Normal 8 Crate Normal2 9 Crate Elite 3 Crate Food 8 Crate Mediacl 4 crate Tools 3 Loot Barre 3 Vehicle Parts 3 Redcard 1 You need 1 Bluecard, 2 Fuse, 10-x Fuel https://youtu.be/tIDMQJiFVDc$10.00 -
BravestarRust started following Updates Checker
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Probably one of the better designed prefabs. My server has about 5,000 users that pass though the server on average, even those that don't stay a long time always check out this prefab. For such a small prefab, it has incredible detail. As a server owner, I would highly recommend this prefab. [Loot is very good - high level - per platform]
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- #free
- #free prefab
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2x Loot Table Config (Better Loot V4 Compatible)
mufasa commented on fullwiped's file in Customizations
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telmo started following Convoy Config for BM21 and Convoy Config for TukTuk
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2x Loot Table Config (Better Loot V4 Compatible)
fullwiped commented on fullwiped's file in Customizations
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2x Loot Table Config (Better Loot V4 Compatible)
mufasa commented on fullwiped's file in Customizations
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- #2x better loot config
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captainslapaho changed their profile photo
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launchsitee changed their profile photo
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Hi there ! Just bought your plugin, excellent integration on custom map, really good job ! I'm wondering if for a further update you can integrate lang file we can modify for non eng server please ? And a map marker too, that would be great (maybe blood drop) ? That would be great for player to understand Thank you !
- 23 comments
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GENNADII555 changed their profile photo
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Version 1.0.0
1 download
introduces a system which goal is to switch a currently equipped hazmat's skin in automatic mode. Details: - transactions: -- cold: arctic -- wet: abyss -- jungle: the new green one -- desert & wastelands: pilot & lumberjack -- night: nomad & frontier -- + a few more .. - the mimic logic activation rules: -- Hazmat should be placed in 4th slot (the middle one) Usage: Copy the downloaded DLL file into server/HarmonyMods folder Compatibility: Should work both with: Oxide & Carbon, or as Harmony the only installed mod Dependencies: No Support: Use private messages on this site$10.00 -
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Broken on Staging need an Update for Thursday
beee replied to SlayersRust's Support Report in Support
Changed Status from Pending to Closed -
Hi! Any errors in console?
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Version 1.0.0
15 downloads
Need a robust foundation for creating custom Rust entities and prefabs from your own plugins? ServerPrefabs is a powerful library plugin for Oxide/uMod and Carbon that lets plugin developers register custom server-side prefabs and entities, with support for custom networking, persistent save/load, built-in inventories, and runtime scaling. What Is ServerPrefabs? ServerPrefabs is not a standalone gameplay plugin — it’s a developer library. It does nothing on its own. Instead, other plugins use its API to define, register, and manage their own custom prefabs and entities on the server. If you’re building advanced Rust systems with custom deployables, persistent world objects, or specialized networked entities, ServerPrefabs provides the core framework you need. Core Features Custom Server-Side Prefab Registration: Create and register fully custom prefabs directly from your plugin. Once registered, they become usable and spawnable by the game. Custom Entity Component Support: Attach your own BaseEntity-derived component to a prefab and define custom entity logic exactly how your plugin needs it. Persistent Save / Load System: Custom entity save data is written to: oxide/data/ServerPrefabs/<prefab>.sav Custom Network Serialization: Provide your own network save behavior so clients receive the exact entity state they need. Arbitrary Per-Entity Data Storage: Implement stream-based save/load methods for custom entity state and plugin-specific data. Built-In Inventory Component: Use EntityInventory for a built-in, network-replicated item container with configurable capacity and optional handler callbacks. Runtime Scaling Support: Use Scaler to persist and replicate transform scale for custom entities. Lightweight Stub Entities: Use StubEntity for lightweight, non-saving entities with RPC and save event hooks, plus a helper factory for cloning visuals and bounds from a base prefab. Per-Entity Behavior Flags: Opt into special behaviors such as disabling disk saving or excluding entities from spawn command lists via CustomFlags. Public API The main entry point is: ServerPrefabs.For(plugin) This returns a per-plugin context you can use to create and register prefabs. Example usage: var prefab = ServerPrefabs.For(this) .CreatePrefab("my_thing") .AddEntityComponent<MyEntity>(clientPrefabId) .Register(); This workflow allows a consumer plugin to: Create a custom prefab Attach a custom BaseEntity component Register it with the game Make it available for spawning and runtime use Extension Interfaces ICustomPrefab Calls OnCustomPrefabRegistered() once the prefab is registered. ICustomEntity Calls OnCustomEntityRegistered() when the custom entity is registered. ICustomEntity.SaveForNetwork Lets you customize the network proto sent to clients. ICustomEntity.SaveData Adds Save(Stream) and Load(Stream) support for arbitrary per-entity data. Entity Flags Optional behaviors are controlled through the EntityFlags CustomFlags property on ICustomEntity. By default, the value is EntityFlags.None, so you only override it when special behavior is needed. The property is named CustomFlags specifically to avoid colliding with BaseEntity.Flags. Example: class MyEntity : BaseEntity, ServerPrefabs.ICustomEntity { public void OnCustomEntityRegistered() { } public ServerPrefabs.EntityFlags CustomFlags => ServerPrefabs.EntityFlags.DisableSaving | ServerPrefabs.EntityFlags.NoSpawnCommand; } Available flags: EntityFlags.None No special behavior. EntityFlags.DisableSaving Excludes the entity from disk saving by setting enableSaving = false. EntityFlags.NoSpawnCommand Prevents the entity from being added to the spawnable-entity command list. Included Components EntityInventory A built-in, network-replicated item container. Set Capacity and optionally assign an EntityInventory.IHandler with callbacks such as: OnCreated OnInventoryDirty OnItemAddedOrRemoved ItemFilter Scaler Persists and replicates entity transform scale. StubEntity A lightweight, non-saving entity with onRpcMessage and onSave events, plus a StubEntity.Create<T>(...) factory for cloning visuals and bounds from a base prefab. Installation Drop ServerPrefabs.cs into: oxide/plugins/ or carbon/plugins/ The server will compile and load it automatically. On first load, a config file is generated. Dependent plugins can reference it via: [PluginReference] Plugin ServerPrefabs; or the static API Configuration Configuration file: oxide/config/ServerPrefabs.json Allow outdated saves Default: false Allows loading .sav files written by a different Rust save protocol version. Enable debug logging Default: false Enables verbose [ServerPrefabs] [DEBUG] log output for troubleshooting. Safe Config Recovery: If the config becomes invalid or unreadable, it is automatically backed up as ServerPrefabs.json.bak. A new default config is then generated, so a broken manual edit won’t silently destroy your settings. Compatibility Notes ServerPrefabs uses Harmony IL transpilers against Rust internals, specifically: SaveRestore.Load SaveRestore.WriteEntities Because these patches rely on specific internal instruction patterns, a Rust update can break compatibility. After a force wipe or game update, check the server console during load for errors like: Phase 1 failed! Phase 2 failed! Phase 3 failed! or other patch-related errors If those appear, the plugin likely needs to be updated to match the current Rust version. Why Use ServerPrefabs? Create advanced custom entities directly from your plugin Add server-side prefabs with persistent save/load support Customize network behavior for non-standard entities Use built-in inventory and scaling systems instead of building your own Control save and spawn-list behavior with simple entity flags Perfect for framework plugins, deployables, machines, automation systems, and persistent world objects ServerPrefabs is a core utility library for Rust plugin developers who want deeper control over custom entities and prefab-based systems. One library. Custom prefabs. Persistent entities. A powerful base for advanced Rust modding.Free -
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One of my players has a base and when we try to repair it, I see this in the console "NullReferenceException: Object reference not set to an instance of an object", and it fails to repair anything. Any assistance would be greatly appreciated.
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Lyporp joined the community
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Hello, I noticed after the most recent update that the Killfeed seems to freeze after a bit, and the kills are staying on the screen until the mod is reset.
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You have to wait till forced to use this update
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thank you, really love the plugin otherwise!
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- 8 comments
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- #developer level
- #skin
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- Yesterday
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- 8 comments
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- 8 comments
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That did the trick, thank you very much. I'm guessing the values were set to that automatically when I used the updater plugin. (Last time I was working on a server was before yall did the major update with how everything worked). Appreciate your help!