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- Past hour
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Kusha changed their profile photo
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MichuX started following Deep Sea Plus
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Just as a sanity check. I removed all the data files for BotReSpawn and rebooted my tested server. Created a new bot profile and ran the same tests. After parachuting in, it is barely hit by turrets and therefore creates the illuision of "unkillable" With no parachuting, it is dead in seconds. Tried with AK47, M249, and Bolt Rifle
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Creators cannot hide their files on their own, but can disable purchases if it's a paid file. Free content can easily be removed upon request. We did this intentionally to prevent creators from hiding files and removing customers' ability to download their purchased content. If there's a valid reason to do so, we're more than happy to work with you to achieve whatever goal it is you're after.
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players now get kicked of the server as soon as they hit anything
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graham joined the community
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Is it possible to hide somehow some of your files from the view on CF? (make them invisible to the other users)
- Today
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Thanks for confirming, will post it soon.
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Dantor changed their profile photo
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KKenjiro joined the community
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Without the Downgrade permission, it doesnt seem to understand what to do in this case. I'm confused. BaseUpgradeVid (1).mp4
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Yes It is now working while mounted/steering a boat, thank you so much for your time on this Entering and leaving the area both now sending message to chat
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i got perms /fsspeed works but /fsset doesnt says unknown command
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Ok seems like it wasn't working the way I was handling it if a player was parented to a boat like you mentioned, dmed you a version that should handle while on boat.
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Hi everyone, I'm running a strictly PVE server and I'm having a hard time protecting the bot's loot when it dies. I've tested this thoroughly and wanted to see if anyone else is experiencing the same or if someone found a workaround. The problem: Even with all "Lock" options set to true and "Can other players loot bot's corpse?" set to false, other players can still loot the bot's items on death. What I've observed: Corpse: When the bot drops a corpse, it shows the "pixelated" overlay to other players, but they can still "blindly" drag and drop (loot) items out of it. Backpack: When set to drop a backpack, there is no pixelated effect and no protection at all. Vanilla Comparison: A vanilla Frankenstein (built on a worktable) is correctly protected on my server (other players get the "not owner" message), but the PersonalNPC bot's loot seems to be treated as "public" by the server. I'm using TruePVE and PreventLooting, but it seems the death container from the bot isn't inheriting the OwnerID correctly, so the protection plugins just ignore it. Is anyone using this successfully on a PVE server? If so, did you have to add any specific rule or mapping to your PVE plugins to make it work? Thanks in advance!
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Sozoic joined the community
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InsulevelGER joined the community
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the halted oil tower is missing the tallest tower is there a fix? i tried killing the monument and spawning in 3 different location's but the entity doesn't spawn on the monument.
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Thanks for adding the ammunition type.
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Version 1.0.0
10 downloads
DeepSeaPlus is a comprehensive enhancement plugin for Rust's Deep Sea system, giving server administrators full control over scheduling, loot, portal access, events, building, player tracking, and more. It transforms the vanilla Deep Sea experience into a highly configurable, event-driven endgame zone with leaderboards, boss encounters, treasure hunts, Discord integration, and granular admin tools. Main Features Permissions deepseaplus.admin: Full administrative access, status, kick, force open/close, reset stats, Bradley debug, waypoint mapping. deepseaplus.tp: Allows teleporting to and from the Deep Sea via /deepsea tp. deepseaplus.vip: Bypasses portal cooldown and food toll (configurable per feature). deepseaplus.notify: Grants access to notification features. deepseaplus.stats: Allows viewing personal Deep Sea statistics and leaderboards. deepseaplus.build.bypass: Bypasses all building restrictions and foundation limits in the Deep Sea. Chat Commands /deepsea: Shows a context-aware help menu listing all available commands based on the player's permissions. /deepsea status: Displays a full Deep Sea status panel — state, schedule mode, time to wipe or next opening, player count, island/ghost ship/floating city/RHIB counts, and event entity count. (Requires deepseaplus.admin) /deepsea tp [island#]: Teleports to the nearest Deep Sea island, or to a specific island by index. If already in the Deep Sea, teleports back to the mainland shore. (Requires deepseaplus.tp or deepseaplus.admin) /deepsea kick <player>: Ejects a player from the Deep Sea and teleports them to the nearest shore. (Requires deepseaplus.admin) /deepsea stats [player]: Displays lifetime Deep Sea statistics — visits, time spent, NPC kills, containers looted, and deaths. Admins can view other players' stats. (Requires deepseaplus.stats or deepseaplus.admin) /deepsea top [kills|looted|time|visits|deaths|score]: Shows the top 10 leaderboard sorted by the chosen metric. Defaults to kills. (Requires deepseaplus.stats or deepseaplus.admin) /deepsea resetstats <player|all>: Resets Deep Sea stats for a specific player or all players. (Requires deepseaplus.admin) /deepsea forceopen: Force-opens the Deep Sea immediately. (Requires deepseaplus.admin) /deepsea forceclose: Force-closes the Deep Sea immediately, killing all vanilla entities and bypassing the radiation/end phase. (Requires deepseaplus.admin) Console Commands deepsea.forceopen: Force-opens the Deep Sea. deepsea.forceclose: Force-closes the Deep Sea immediately. deepsea.spawnboss: Manually spawns a Bradley APC boss in the Deep Sea. deepsea.showpath: Toggles Bradley patrol path debug visualization (draws waypoints, arcs, detour points, and state info). Run again to toggle off. deepsea.mapstart: Begins recording a new Bradley patrol route. Walk to each point and use deepsea.mappoint. deepsea.mappoint: Records your current position as a local-space waypoint relative to the nearest island. deepsea.mapdone: Finishes mapping and outputs a ready-to-paste code snippet for IslandPatrolRoutes. deepsea.mapundo: Removes the last recorded waypoint. Config { "General Controls": { "Control schedule (enables schedule modes)": false, "Control content (enables spawn count overrides)": false, "Control travel rules (enables granular portal access)": false, "Control building (enables building controls)": false, "Control loot (enables loot overrides)": true, "Control events (enables deep sea events)": true, "Control notifications (enables announcements)": true, "Force apply on reload (close and reopen Deep Sea)": false, "Enforce interval seconds (0 = once on startup, >0 = repeating)": 0.0 }, "Schedule": { "Mode (Vanilla, AlwaysOpen, Disabled)": "Vanilla", "Open time seconds (Vanilla mode, overrides wipeDuration)": 10800, "Cooldown seconds (Vanilla mode, overrides wipeCooldown)": 5400, "Final phase seconds (Vanilla mode, overrides wipeEndPhaseDuration)": 1800, "Radiation warning phase seconds (Vanilla mode)": 300, "AlwaysOpen - Keep time left around (seconds)": 9000.0, "AlwaysOpen - Refill when below (seconds)": 3600.0, "Disabled - Push next opening to (seconds)": 999999.0, "Deep Sea enabled override (DontTouch, ForceEnabled, ForceDisabled)": "DontTouch" }, "Notifications": { "Announce when Deep Sea opens": true, "Announce when Deep Sea closes": true, "Countdown intervals (seconds remaining)": [ 1800, 900, 300, 60 ], "Use toast messages": true, "Use chat messages": true, "Countdown check interval (seconds)": 10.0, "Use NCP notifications (requires NCP plugin)": false }, "Loot Overrides": { "Enable loot overrides": true, "Stack size multiplier": 1.5, "Bonus items": [ { "Item shortname": "rifle.ak", "Amount": 1, "Chance (0.0 - 1.0)": 0.1, "Skin ID": 0 }, { "Item shortname": "ammo.rifle", "Amount": 128, "Chance (0.0 - 1.0)": 0.5, "Skin ID": 0 } ], "Override hackable crate loot on ghost ships": false, "Override hackable crate hack time in Deep Sea (seconds, 0 to use vanilla)": 450.0, "Hackable crate bonus items": [], "Dynamic Loot Scaling": { "Enable dynamic scaling": false, "Base player threshold": 3, "Max bonus multiplier": 2.0, "Bonus per extra player": 0.1 } }, "Portal Settings": { "Enable portal features": true, "Cooldown after leaving Deep Sea (seconds)": 300.0, "Entry fee amount (0 to disable)": 500.0, "Entry fee plugin (Economics or ServerRewards)": "Economics", "VIP bypasses cooldown": true, "VIP bypasses food toll": true, "Allow any vehicle (bypass whitelist)": false, "Allowed vehicle prefabs (overrides vanilla whitelist)": [], "Require boat type only": true, "Allow players without vehicle (on foot)": false, "Allow noclip/admin players to bypass checks": true, "Allow NPC passengers": false, "Allow NPC player teleport": false, "Allow entry during radiation warning phase": false, "Ignore extra vehicle onboard check": false, "Log entry/exit decisions": false, "Show info panel on portal approach": true, "Portal approach trigger radius (portals are ~300 wide)": 150.0, "Portal info cooldown per player (seconds)": 30.0 }, "Deep Sea Overrides": { "Enable ConVar overrides": false, "Wipe duration (seconds)": 10800, "Wipe cooldown (seconds)": 5400, "Radiation phase duration (seconds)": 300, "End phase duration (seconds)": 1800, "Island Spawns": { "Count": 6, "Radius": 100.0, "Edge margin": 200.0, "Minimum distance": 400.0 }, "Ghost Ship Spawns": { "Count": 4, "Radius": 200.0, "Edge margin": 450.0, "Minimum distance": 400.0 }, "Floating City Spawns": { "Count": 1, "Radius": 300.0, "Edge margin": 1500.0, "Minimum distance": 1500.0 }, "RHIB Spawns": { "Count": 4, "Radius": 10.0, "Edge margin": 1150.0, "Minimum distance": 300.0 }, "Hackable crate count": 1, "Force entrance portal direction (0=Map-based, 1=N, 2=E, 3=S, 4=W)": 0, "Remove fog of war": false }, "Respawn System": { "Enable respawn system": false, "Check interval (minutes)": 15.0, "Minimum distance from players to respawn": 50.0, "Respawn hackable crates via ghost ships": true, "Maximum hackable crates active at once": 1, "Trigger island spawn groups (NPCs/loot)": true }, "Building Controls": { "Allow building in Deep Sea": false, "Limit foundations per player": false, "Max foundations per player": 10, "Show remaining foundations on place": true, "Show message when denied": true }, "Events": { "Treasure Hunt": { "Enable treasure hunt": true, "Number of stashes to spawn": 3, "Treasure items": [ { "Item shortname": "supply.signal", "Amount": 2, "Chance (0.0 - 1.0)": 1.0, "Skin ID": 0 }, { "Item shortname": "targeting.computer", "Amount": 1, "Chance (0.0 - 1.0)": 0.5, "Skin ID": 0 }, { "Item shortname": "techparts", "Amount": 3, "Chance (0.0 - 1.0)": 1.0, "Skin ID": 0 } ], "Show treasure markers on map": true, "Map marker radius": 0.08 }, "Boss Spawn": { "Enable boss spawn": false, "Minutes before wipe to spawn boss": 30, "Boss health multiplier": 2.0, "Patrol radius around island": 75.0, "Show boss marker on map": true, "Boss map marker radius": 0.15 }, "Supply Drops": { "Enable supply drops": true, "Interval between drops (minutes)": 45, "Show supply drop markers on map": true }, "Announce ghost ship crate hacking": true }, "Death Rules": { "Enable death tracking": true, "Show death summary message": true, "Snapshot inventory on entry": false, "Restore inventory on respawn after Deep Sea death": false }, "Discord Webhook": { "Enable Discord webhook": false, "Webhook URL": "", "Announce Deep Sea open": true, "Announce Deep Sea close": true, "Announce notable player achievements": true, "Embed color (decimal)": 3447003 }, "Config Version (DO NOT MODIFY)": { "Major": 1, "Minor": 0, "Patch": 0 } } Developer API Other plugins can call the following methods: bool IsPlayerInDeepSea(ulong userId) — Returns true if the player is currently inside the Deep Sea. bool IsDeepSeaOpen() — Returns true if the Deep Sea is currently open. int GetDeepSeaPlayerCountApi() — Returns the number of players currently in the Deep Sea. string[] GetDeepSeaPlayerIds() — Returns an array of Steam ID strings for all players in the Deep Sea. Dictionary<string, object> GetPlayerDeepSeaStats(ulong userId) — Returns lifetime stats (DisplayName, TotalVisits, TotalTimeSpent, TotalNpcKills, TotalContainersLooted, TotalDeaths) or null if no stats exist. The plugin also fires the following hooks for other plugins to subscribe to: void OnDeepSeaPlayerEnter(ulong userId) — Called when a player enters the Deep Sea zone. void OnDeepSeaPlayerExit(ulong userId) — Called when a player leaves the Deep Sea zone.Free -
L36Studios changed their profile photo
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Poorly optimised so will only run on powerful servers. We tried to run this on a new server we started up using a Ryzen 3600 and it would cause the startup to fail repeatedly because it was loading before NPC Spawn. Reported it to the dev at the time but they didn't seem very interested in fixing it. Waited a few months and same issues persist.
- 458 comments
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- #abilities
- #boss
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Version 1.1.0
5 downloads
Establish dynamic military control points across your Rust server with tactical checkpoint deployments. Military Checkpoints delivers armed guard forces and defensive infrastructure to strategic locations, creating high-stakes combat zones that challenge players to breach fortified positions. Watch as military forces establish a defensive perimeter complete with armed scientists and protective barriers. Players must eliminate all defending forces to claim access to the checkpoint's secured loot and resources. Features Spawn checkpoints on raods Armed Scientists with defensive AI behavior Configurable deployment radius and guard count Automated checkpoint spawning with time intervals Randomt selection Automatic cleanup and despawn system Performance-optimized spawn validation Admin commands for manual control Fully customizable configuration values Chat Commands (Admin Only) /checkpoint - Manually spawn a Military Checkpoint at a random location Permissions militarycheckpoints.admin - Required to manually spawn checkpoints and access admin commands Configuration { "Plugin Enabled": true, "Checkpoint Settings": { "Cleanup Delay After Clear (seconds)": 300.0, "Barricade Prefabs": [ "assets/prefabs/deployable/barricades/barricade.concrete.prefab", "assets/prefabs/deployable/barricades/barricade.sandbags.prefab" ], "Min Barricades Per Checkpoint": 6, "Max Barricades Per Checkpoint": 8 }, "Scientist Settings": { "Min Scientists": 3, "Max Scientists": 6, "Scientist Health": 100.0, "Scientist Prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab", "Scientist Sense Range": 50.0, "Scientist Target Lost Range": 60.0, "Scientist Attack Range Multiplier": 1.5, "Scientist Max Roam Distance": 50.0 }, "Loot Settings": { "Min Regular Crates": 2, "Max Regular Crates": 4, "Locked Crate Chance (0.0 - 1.0)": 0.25, "Military Crate Prefab": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab" }, "Spawn Settings": { "Max Active Checkpoints": 5, "Spawn Interval (seconds)": 600.0, "Min Distance Between Checkpoints": 200.0, "Road Detection Radius": 10.0 }, "UI Settings": { "Main Color (RGBA)": "0.1 0.1 0.1 0.95", "Panel Color (RGBA)": "0.15 0.15 0.15 0.9", "Button Color (RGBA)": "0.25 0.45 0.25 1", "Button Hover Color (RGBA)": "0.35 0.55 0.35 1", "Text Color (RGBA)": "0.9 0.9 0.9 1", "Success Color (RGBA)": "0.3 0.7 0.3 1", "Danger Color (RGBA)": "0.7 0.3 0.3 1" } } Default values are balanced for tactical gameplay and server performance. Notes This plugin creates authentic military checkpoint encounters that blend seamlessly with Rust's combat mechanics. Perfect for servers seeking territorial PvP hotspots and contested loot zones. Feedback, suggestions, and feature requests are always welcome. Created by CodeBrothers Check out our other work on Codefling$13.32 -
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That's very useful info thank you, maybe something is wrong with the oxide tp hook, might be misplaced.. Will test out your findings and see if we can resolve from oxide's side or ours.
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The point of the update is that some players were sometimes not showing up in the player list at all. Although this wasn't due to the plugin, I added an additional list of existing players in the world. While I was working on the update, I thought it would be better to show everyone who's offline, not just those who are sleeping. Alternatively, I can add an additional sleeping category if needed.
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Changed Status from Pending to Not a Bug
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Hey, I’m not sure where you got that configuration, but it’s missing a lot of data that needs to be present for the plugin to function.
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L36Studios joined the community
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Thanks Gruber
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If you have a discord (Im sure you do) I can record a video of it. But yes, it happens every time with every difficulty. 1 elite crate becomes protected but all the extra do not. my name on discord is aRandumDude like here, thanks!
