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Version 1.1.0
7 downloads
Custom Wheel Menu Transform your server's most frequently used chat commands into a sophisticated wheel menu. Each player can create their own custom command shortcut wheel. Both the wheel system and the Pie system are available, allowing you to switch modes to suit your play style. Wheel Mode : No selection function on mouseover. The first click displays a command summary, and the second click executes the command. Pie UI Mode : Works with mouseover functionality, just like the official RUST system. wheel UI Both the wheel system and the Pie system are available, allowing you to switch modes to suit your play style. The mode can be switched from the wheel settings. Wheel Mode : No selection function on mouseover. The first click displays a command summary, and the second click executes the command. Better animation and design than Pie UI; the UI closes when clicked outside the button area. Requires double-clicking each time an action is executed. Pie UI Mode : Works with mouseover functionality, just like the official RUST system. Clicking outside the button area executes the selected command. Requires clicking the × button each time to close. 5 assignable slots + 1 settings slot A 6-slot wheel: 5 slots players can freely assign, plus a dedicated settings slot to manage them. Per-player customization Each player picks which command goes in which slot. Assignments are saved to a data file and persist across server restarts. Card-based settings panel All admin-configured commands are displayed as icon + name + description cards in a scrollable 4-column grid. Empty slots show a clear "+" indicator. Fully configurable - Wheel center image, selection indicator, settings icon, and settings background — all set via external image URLs - Unlimited command entries, each with a display name, executed command, icon URL, and description Built to work as a hub Any chat command from any plugin can be registered. Multi-language out of the box English, Japanese, Russian, Ukrainian, French, and Traditional Chinese UI strings included, auto-matching your server's language setting. How to use wheel menu 1. By typing "/cw" in chat or the F1 console command "cwmenu", the wheel will appear in the center of the screen. 2. Move the mouse to highlight a slot, then select it again (or confirm) to run the command assigned to it. There is no function to select while hovering. The first click displays a summary of the command, and the second click executes it. How to setting slot S.electing the 6th slot (the gear icon) opens the settings panel. 2. In the settings panel, click one of the 5 slots at the bottom to select it, then click a command card above to assign it to that slot. - Clicking the same command again unassigns it. - The small "×" button on each slot clears it directly. 3. Use the back button to return to the wheel, or click the close button / outside the wheel to close the menu. Chat Command /cw - Open Custom Whell Menu F1 Console Command cwmenu - Open Custom Whell Menu If you frequently use this wheel menu, we recommend binding the command "cwmenu" to a key. To do this, open the F1 console and enter the following: Example: bind [key] cwmenu - Bind to the B key: bind b cwmenu - Bind to the N key: bind n cwmenu This setting must be configured by each individual player. The default configuration is an example. After installing the plugin, you will need to configure the commands you use and their corresponding icon images. Several icon samples are included with the plugin download, and you can use those as well. If you are creating your own original icon, it needs to be a square, white icon with a transparent background, and in PNG format. { "WheelImageUrl": "https://i.imgur.com/zmZ5NCC.png", "IndicatorImageUrl": "https://i.imgur.com/8v9Xz6y.png", "SettingsIconUrl": "https://i.imgur.com/BZYRfsG.png", "SettingsBackgroundUrl": "https://i.imgur.com/WMefGKk.jpg", "Commands": [ { "DisplayName": "Kit", "Command": "/kit", "IconUrl": "https://i.imgur.com/ln8rfJm.png", "Description": "Open kit menu" }, { "DisplayName": "Shop", "Command": "/sp", "IconUrl": "https://i.imgur.com/YKUQvRg.png", "Description": "Open Shop" }, { "DisplayName": "Teleport", "Command": "/tp", "IconUrl": "https://i.imgur.com/9f9PiKs.png", "Description": "Use teleport" }, { "DisplayName": "Fish Encyclopedia", "Command": "/fish", "IconUrl": "https://i.imgur.com/KI6nEai.png", "Description": "Open fish encyclopedia" }, { "DisplayName": "Casino Slot", "Command": "/slot", "IconUrl": "https://i.imgur.com/TRaBdjD.png", "Description": "Play casino slot game" }, { "DisplayName": "Music Player", "Command": "/snd", "IconUrl": "https://i.imgur.com/G7ZMwoy.png", "Description": "Open Music Player" }, { "DisplayName": "AI Support", "Command": "/ai", "IconUrl": "https://i.imgur.com/p6OhM1C.png", "Description": "Use AI server support" } ] } VOID / NINJA WORKS DISCORD : https://discord.gg/U8uxePjSyA MADE IN JAPAN$20.00-
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Version 1.0.0
5 downloads
Extra Music Player Bring a full in-game music player to your Rust server ! Extra Music Player adds a beautiful, fully interactive music player UI to Rust. Players can browse tracks, play music in true stereo, seek through songs, adjust volume with a draggable knob, bookmark favorites, and enjoy a real-time sound visualizer. Music is streamed through Rust's built-in voice system, so every player can hear it with zero downloads or client installs required. Additionally, it includes developer hooks for music playback, enabling the development of more original plugins. To add music, you need to use the included application, 'ExtraSoundConverter', to convert MP3 or WAV files into data that can be played on the server. Note: ExtraSoundConverter is only compatible with Windows 64-bit systems. Note: Please exercise caution regarding the handling of existing music, including songs, from a legal standpoint. If you plan to monetize music content through shop plugins or similar means, we recommend using automatically generated music such as SunoAI. https://suno.com/ In-Game Music Player UI - Full playlist menu with album art, track title, and artist display - Play / Pause / Stop / Restart / Next controls - Clickable seek bar — jump to any point in a song - Draggable volume knob with live percentage display (volume is saved per player) - Repeat toggle - "Like" button — players can bookmark songs into their own personal playlist - Track list automatically sorted by folder, then by name — organize your library with subfolders True Stereo Playback - 2ch Stereo system for real left/right channel separation - Automatic L/R re-synchronization keeps stereo tight even when players teleport, warp long distances, spin their camera, or experience ping spikes Real-Time Sound Visualizer - Animated spectrum visualizer rendered in the UI, synced to the music - Fully configurable framerate, color, and on/off toggle Per-Player Track Access Control - `Show all tracks` config option: when disabled, players only see tracks granted to their SteamID - Grant/revoke tracks with `addtrack` / `removetrack` console commands - Sell songs in your server shop, use them as rewards. Protected Track Files - Tracks use a dedicated encrypted format (.rusttrack) with embedded title, artist, cover art, spectrum data, and loop points - Your audio library can't simply be copied out as ordinary audio files Multi-Language Support - Built-in translations: English, Japanese, Simplified Chinese, Traditional Chinese, Russian, French, and Ukrainian Developer API - Simple hooks to play, pause, resume, and stop music from your own plugins - TTS/speech API — feed external Opus frames (e.g. from a TTS service) and play them to a player - Loop support and per-call volume control 1. Install the plugin place `ExtraMusicPlayer.cs` into your `oxide/plugins` folder. 2. Add music put your `.rusttrack` files into `oxide/data/ExtraMusicPlayer/`. Subfolders are supported and are used to group/sort the track list. Creating track files: `.rusttrack` files are created from your own audio files using the included ExtraSoundConverter.exe. Sample Music https://www.dropbox.com/scl/fi/kgup8l6bxbz4t2rfoph5j/Sample-Music.zip?rlkey=a67itv1dql5yju8fwcoofcmz4&st=l1zf93e1&dl=1 3. Open the player players type /music to open the music player and press play. How to convert music data using ExtraSoundConverter Requirements Windows x64, no .NET needed, ffmpeg required. Requires ffmpeg. Easy install on Windows: open PowerShell and run winget install --id=Gyan.FFmpeg -e 1. Add audio drag & drop mp3/wav/ogg/flac/m4a/aac (or click Add). Unsupported types are rejected. Title/Artist/cover are auto-read from tags. 2. Select format: .rusttrack = music player (spectrum + 2s silence pad). Title/Artist/cover stored. .rustbgm = developer-hook BGM (no spectrum); use the Loop editor to set loop points. 3. Convert Pick quality (kbps) and the output folder, then Convert. Output files are named after the Title (spaces → _); if the Title is empty, the original filename is used. Reverse: a data file wav or mp3 (pick in Format). mp3 embeds the Title, Artist and cover art into the single file; wav keeps Title/Artist only. No separate image file. Loop editor (.rustbgm only) three markers — P (blue) = playback start (where the server FIRST begins), S (green) = loop start, E (red) = loop end (the playhead jumps from E back to S). P and E are always present and placed automatically on load (P at the very start, E at the very end); move them by dragging. S is set by LEFT-clicking the waveform. They are always kept in order P ≤ S ≤ E (a marker won't move if you try to drag it out of order). A loop is exported only once you place S — it then loops S→E (E defaults to the track end, so the whole tail loops; drag E earlier to fold sooner). RIGHT-click anywhere = play from there; ▶ Play previews the loop seamlessly. Playback always stops at E (the part after E is never played, even with no loop start). The waveform outside the played range (before P / after E) is shown dimmed in gray. Zoom with the buttons or the mouse wheel, scroll with the bar. Points are quantized to chunk boundaries on export. No loop start (or Reset) = the whole track loops. "Trim outside markers" drops audio before P and after E on export — the result sounds identical. Chat Commands (permission: `extramusicplayer.use`) /music - Open Music Player Server Console Commands addtrack <SteamID> <trackFileName> - Grant a track to a player. (used with `Show all tracks: false`) removetrack <SteamID> <trackFileName> - Revoke a granted track. extramusicplayer.use - Allow the music player to open. { "Selected track color (R G B)": "1 0.55 0.30", "Gauge color (R G B A)": "0.79 0.34 0.16 1", "Spectrum / visualizer color (R G B)": "0.90 0.45 0.20", "Selected button color (R G B A)": "1 0.62 0.28 1", "Volume knob color (R G B A)": "1 1 1 0.75", "Time & volume % text color (R G B A)": "0.9 0.9 0.9 1", "Image - background": "https://i.imgur.com/FqQPPki.jpg", "Image - list row box": "https://i.imgur.com/h1dQNSB.png", "Image - button": "https://i.imgur.com/JNZDC27.png", "Image - play": "https://i.imgur.com/V02YZLb.png", "Image - pause": "https://i.imgur.com/IGnNjXC.png", "Image - volume": "https://i.imgur.com/GjEauMr.png", "Image - repeat": "https://i.imgur.com/VmdWTpQ.jpg", "Image - restart": "https://i.imgur.com/hUpU119.jpg", "Image - next": "https://i.imgur.com/kYpQ8Tt.jpg", "Image - playlist": "https://i.imgur.com/xDlj1pT.jpg", "Image - like": "https://i.imgur.com/kxPSF85.png", "Sound visualizer enabled": true, "Visualizer framerate (updates per second)": 30.0, "Playback gauge framerate (updates per second)": 10.0, "Show all tracks (false = only tracks granted per-SteamID via addtrack)": true } Developer API Please call the following APIs from your custom plugins. // Plays the track to the player (loop playback and volume adjustment are optional) bool ok = (bool)ExtraMusicPlayer.Call("ExtraMusicPlay", player, "MyTrack", true, 80); // Controls player playback // Pause ExtraMusicPlayer.Call("ExtraMusicPause", player); // Resume ExtraMusicPlayer.Call("ExtraMusicResume", player); // Stop ExtraMusicPlayer.Call("ExtraMusicStop", player); // Play from the entity's position.Duplicate playback is not possible. ExtraMusicPlayer.Call("ExtraMusicArea", sourceEntity, "MyTrack", false, 100); // AI Voice/TTS — Plays raw Opus frames to the player.Only audio compatible with Opus, such as Open AI and FishAudio, can be played. // Play ExtraMusicPlayer.Call("ExtraMusicSpeak", player, opusFrames, 20, 24000, 80); // Stop ExtraMusicPlayer.Call("ExtraMusicSpeakStop", player); // Check if the player is playing bool playing = (bool)ExtraMusicPlayer.Call("ExtraMusicIsPlaying", player); // Check if AI voice/TTS is playing bool speaking = (bool)ExtraMusicPlayer.Call("ExtraMusicIsSpeaking", player); Implementation example Q: What audio formats can I use? A: The plugin plays `.rusttrack` files, created from your own audio using the included converter tool. The format embeds the title, artist, cover art, and visualizer data, and is encrypted to protect your library. Q: Where do I put the music files? A: In `oxide/data/ExtraMusicPlayer/`. Subfolders are supported — the track list is sorted by folder, then by file name. Q: Can I sell individual songs to players? A: Yes. Set `"Show all tracks"` to `false`, then grant songs per SteamID with `addtrack <SteamID> <file>`. Integrate the console command with your shop or reward plugin. Q: I added new files but they don't show up. A: Reload the plugin to refresh the track list. Q: Is Image Library required? A: No. The plugin caches its UI images by itself. No dependencies are required. Q: Will the visualizer hurt performance? A: The visualizer's update rate is configurable, and it can be disabled entirely. UI updates are throttled and pooled to stay lightweight. Q: What languages are supported? A: English, Japanese, Simplified Chinese, Traditional Chinese, Russian, French, and Ukrainian. VOID / NINJA WORKS DISCORD : https://discord.gg/U8uxePjSyA MADE IN JAPAN$30.00 -
Version 1.0.0
4 downloads
The MyTutorial plugin offers a fully configurable tutorial system for new players on your server. There's nothing worse than modded servers where you don't understand everything or can't find things. With this useful tutorial, you can have players complete specific tasks once so they learn your server perfectly. The system consists of several Task Groups that build upon each other and use various completion conditions: - Item-based Tasks: Players must obtain specific items - Group-based Tasks: Players must join a specific user group - Command-based Tasks: Players must execute specific chat commands Features: ➔ | Progressive Task Groups: Multiple task groups in sequence ➔ | Flexible Completion Conditions: Items, groups, commands, buildings, locations, playtime ➔ | Player Progress Persistence: Persists through reloads and wipes ➔ | Movable UI: 9 different positions on screen ➔ | Minimized View: Compact "T" button when tutorial is hidden Commands (not necessary - see UI) Command | Description /toggletutorial | Show hide the tutorial /tutorialposition | Cycle through 9 UI positions /checktutorial | Check and update tutorial progress Permission: mytutorial.use Every player who must complete the tutorial once! Config The configuration file is located at oxide/config/MyTutorial.json. Basic Structure { "TaskGroups": [ { "Tasks": [ { "Description": ["Line 1", "Line 2"], "CompletionCondition": "ItemInInventory", "CompletionType": "shortname", "CompletionValue": "item.shortname" } ] } ], "DefaultPosition": "MiddleLeft" } Please remember that your space is very limited! Config (Detailed) PLEASE READ THE DOCUMENTARY! -> DOCU Data & Persistence Storage Locations Progress Data: oxide/data/MyTutorial/Progress.json Completed Players: oxide/data/MyTutorial/Completed.json DO NOT DELETE THIS OR PLAYERS MUST REDO TUTORIALS! Automatic Saving - Data is saved every 5 minutes or on server save automatically - Player progress persists after plugin reloads - Progress is preserved after a wipe (server restart) load, run, enjoy$12.99 -
Version 1.0.0
7 downloads
Never refill a water barrel again. Purchasable infinite water barrels that stay full forever that are perfect for those farms away from water. Players can purchase an infinite water barrel from your existing store plugins. Or if you want to just make every water barrel on the server provide infinite water? just a config setting. Infinite Water Barrel lets players place special water barrels that automatically refill themselves with fresh water, making them perfect for farms, remote bases and industrial water systems. Key Features Players with permission can place infinite water barrels Custom skin support (prevents normal barrels from becoming infinite unless configured) Hammer pickup support (with ownership & team checks) Full VIP tier support with configurable limits Option to make all player-placed water barrels infinite Admin command to give barrels Reskin protection Persistent across restarts High performance and lightweight, designed and tested to run on busy servers Permissions infinitewaterbarrel.use - Allows players to place infinite barrels infinitewaterbarrel.vip1 - VIP Tier 1 limit infinitewaterbarrel.vip2 - VIP Tier 2 limit infinitewaterbarrel.vip3 - VIP Tier 3 limit Commands infinitewaterbarrel.give <player> - Use this with shop plugins so players can purchase an infinite water tank. Configuration { "All water barrels placed by players with use permission become infinite (ignores limits)": false, "Maximum barrels a player can deploy (0 = no limit)": 1, "VIP 1 barrel limit (0 = no limit)": 2, "VIP 2 barrel limit (0 = no limit)": 3, "VIP 3 barrel limit (0 = no limit)": 5, "Allow picking up barrels by hitting them with a hammer": true, "Allow team mates to pick up each others barrels": true, "Water amount to keep in barrel (0 = container capacity)": 0, "Hose output water per tick (0 = vanilla)": 0, "Hose output tick interval seconds (0 = vanilla)": 0.0 }$7.99 -
As i understand - this names is from BetterNPC, right? I'll check it today, and try to make correct release
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Version 0.0.1
5 downloads
Information panel for your server 1. All settings can be made directly from the game 2. Ability to hide information and events 3. Setting the color of event icons for each player separately (GLColorPicker) 4. Setting the position of the Panel for each player separately 5. Menu in the Panel (the ability to enable/disable) 6. Setting the Menu buttons directly from the game (button command, name in different languages, and adding your language) 7. Changing the logo directly from the game (cache update) 8. Editor mode that enables editing buttons 9. Setting Quiet Hours (hide online and sleeping players during a certain period of time, for example at night (configured via edit mode)) 10. The plugin is configured for the following languages: 11. There are 3 plugins in the archive: GLPanel, GLModal, GLColorPicker Інформаційна панель для вашого сервера 1. Всі налаштування можна робити прямо з гри 2. Можливість приховати інформацію та івенти 3. Налаштування кольору іконок івентів для кожного гравця окремо (GLColorPicker) 4. Налаштування позиції Панелі для кожного гравця окремо 5. Меню в Панелі (можливість вмикати/вимикати) 6. Налаштування кнопок Меню прямо з гри (команда кнопки, назва на різних мовах, та додавання вашої мови) 7. Зміна логотипа прямо з гри (оновлення кешу) 8. Режим редактора який вмикає кнопки редагування 9. Налаштування Тихої години (приховувати онлайн та сплячих гравців в певний період часу, наприклад на ніч (налаштовується через режим редагування)) 10. Плагін налаштований на такі мови: 11. В архіві 3 плагіна: GLPanel, GLModal, GLColorPicker TEST: connect play.goodlikeukraine.net:30033$10.00 -
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DoucheBag started following Announcements
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Version 2.0.3
6 downloads
A lightweight, native-feeling storage solution that allows players to safely stack Small Wooden Boxes and Large Wooden Boxes into clean vertical columns. GhostLabs Crate Stack preserves Rust’s normal deployment behavior while adding ownership validation, building privilege checks, configurable stack limits, obstruction detection, top-down pickup protection, skin support, and compatibility hooks for other plugins. No complicated commands are required—players simply equip a matching box, aim at an existing box, and press primary fire. Features Stack Small Wooden Boxes vertically Stack Large Wooden Boxes vertically Separate configurable limits for each box type Default limit of 5 Small Wooden Boxes Default limit of 3 Large Wooden Boxes Optional unlimited stacking permission Preserves deployed box skins Assigns correct ownership to newly stacked boxes Validates ownership across the entire column Requires building privilege at the new placement position Detects blocked or obstructed placement positions Prevents duplicate placement from the same input Prevents players from picking up lower boxes first Protects valid stacked boxes from Rust’s ground-support checks Respects external CanDeployItem hooks Calls Rust’s standard deployment lifecycle Configurable placement distance and cooldown Configurable alignment and rotation tolerances Optional administrator restriction bypass Built-in localization support Optional GhostLabs.Notifications integration Automatic chat-message fallback Live configuration reload command Debug mode for diagnosing placement obstructions No database or persistent player data No polling timers or background entity scans How It Works Place the first storage box normally. Equip another box of the same type. Aim at an existing box in the column. Press primary fire. The plugin locates the top of the column and safely places the new box above it. Small Wooden Boxes can only stack with other Small Wooden Boxes. Large Wooden Boxes can only stack with other Large Wooden Boxes. The configured maximum represents the total number of boxes allowed in one column. Supported Boxes Storage typeItem shortnameDefault maximum Small Wooden Boxbox.wooden5 Large Wooden Boxbox.wooden.large3 Each box type can be enabled, disabled, or configured independently. Permissions PermissionDescription ghostlabs.cratestack.useAllows players to stack boxes when permission requirements are enabled. ghostlabs.cratestack.adminGrants access to information, debug, and configuration reload commands. It can also bypass stacking restrictions when enabled in the configuration. ghostlabs.cratestack.unlimitedBypasses the configured stack-height limits while retaining normal ownership and building checks. Example: oxide.grant group default ghostlabs.cratestack.use oxide.grant user STEAMID ghostlabs.cratestack.unlimited oxide.grant user STEAMID ghostlabs.cratestack.admin Server administrators automatically bypass stacking restrictions. Commands All commands require ghostlabs.cratestack.admin or server administrator status. CommandDescription /cratestackDisplays available commands. /cratestack infoDisplays the version and current important settings. /cratestack debugEnables or disables placement debugging. /cratestack reloadReloads and applies the configuration without reloading the plugin. Regular players do not need to use a command to stack boxes. Default Configuration { "ConfigVersion": "2.0.3", "RequirePermission": true, "RequireBuildingPrivilege": true, "RequireOwner": true, "AdminPermissionBypassesRestrictions": true, "AllowSmallWoodenBox": true, "AllowLargeWoodenBox": true, "MaxSmallWoodenBoxStack": 5, "MaxLargeWoodenBoxStack": 3, "RaycastDistance": 4.0, "PlaceCooldown": 0.35, "HorizontalAlignmentTolerance": 0.18, "VerticalAlignmentTolerance": 0.12, "RotationToleranceDegrees": 12.0, "CollisionBoundsInset": 0.02, "OnlyAllowTopCratePickup": true, "ProtectValidStacksFromGroundWatch": true, "RespectCanDeployItemHook": true, "ConsumeItemInCreativeMode": false, "DebugMode": false, "EnableChatMessages": true, "UseSharedNotifications": true, "Prefix": "<color=#9efcff>[Ghost Labs]</color>" } Configuration Breakdown SettingDescription RequirePermissionRequires the use permission before a player can stack boxes. RequireBuildingPrivilegeRequires building privilege at the new box position. RequireOwnerRequires the player to own every owned box in the column. AdminPermissionBypassesRestrictionsAllows the admin permission to bypass use, ownership, building, and height restrictions. AllowSmallWoodenBoxEnables Small Wooden Box stacking. AllowLargeWoodenBoxEnables Large Wooden Box stacking. MaxSmallWoodenBoxStackMaximum Small Wooden Boxes per column. MaxLargeWoodenBoxStackMaximum Large Wooden Boxes per column. RaycastDistanceMaximum distance at which an existing box can be targeted. PlaceCooldownDelay between placement attempts. HorizontalAlignmentToleranceAllowed horizontal difference when detecting a connected column. VerticalAlignmentToleranceAllowed vertical difference between connected boxes. RotationToleranceDegreesMaximum rotation difference between boxes in a column. CollisionBoundsInset reduces collision bounds to avoid false-positive contact. OnlyAllowTopCratePickupRequires boxes to be picked up from the top downward. ProtectValidStacksFromGroundWatchStops properly supported stacked boxes from being destroyed by ground checks. RespectCanDeployItemHookAllows compatible plugins to deny a stacking placement. ConsumeItemInCreativeModeControls whether stacking consumes boxes during creative free-build. DebugModeLogs and displays additional obstruction information. EnableChatMessagesEnables the built-in chat-message fallback. UseSharedNotificationsUses GhostLabs.Notifications when available. PrefixCustomizes the fallback chat prefix. Numeric configuration values are automatically clamped to safe ranges. Stack limits support values from 1 to 20 boxes. Safety and Exploit Protection GhostLabs Crate Stack validates every placement before consuming the held item. The plugin checks: Player permission Enabled box types Placement cooldown Entire-column ownership Configured stack limits Player distance from the intended position Building privilege External deployment hooks Physical obstructions Column alignment Box rotation Safe deployment metadata The plugin also intercepts handled placement input to prevent Rust from processing the same click a second time. Pickup Protection When top-only pickup is enabled, players cannot pick up a box that still has another connected box above it. This prevents floating boxes, unstable columns, accidental destruction, and players removing structural boxes from the middle of a stack. Plugin Compatibility GhostLabs Crate Stack respects the standard: CanDeployItem It also calls Rust’s normal deployment behavior and the standard: OnItemDeployed Other developers can listen for successful stacked placements through: OnGhostLabsCrateStacked( BasePlayer player, BaseEntity placedEntity, BaseEntity support, int newHeight ) Dependencies No required dependencies. Optional: GhostLabs.Notifications for shared styled notifications If GhostLabs.Notifications is not installed or cannot handle the notification, the plugin automatically falls back to localized chat messages. Installation Download GhostLabsCrateStack.cs. Place it in your server’s plugins directory. Allow the plugin to compile and load. Grant ghostlabs.cratestack.use to the desired players or groups. Edit the generated configuration if needed. Run /cratestack reload after configuration changes. Compatibility Rust Dedicated Server Carbon Oxide/uMod Small Wooden Box Large Wooden Box Important Limitations Only Small Wooden Boxes and Large Wooden Boxes are supported. Different box types cannot be mixed in the same column. Boxes are stacked vertically rather than freely positioned. Normal maximum limits are capped at 20 through configuration. The unlimited permission can bypass the configured height limit.Free -
Thanks, but i already tested it on default config + your part of config, everything works fine, i have cooldown in /eventstime after became a owner of event and stop it, and it works same with other KpucTaJI's events. Here, the time that has passed since you were last the owner is indicated. The issue you’re referring to — when “No Owner” doesn’t change to the player’s name — can only occur in one case: when a player joins an event with an active cooldown for completing it. If, at the moment this player completes the event, another player without an active cooldown joins the event, another player will be able to become the owner and take the event for themselves. You can try changing this setting, but players with an active cooldown may encounter an unpleasant situation due to the event zone — for example, in a tunnels, since the event zone is a sphere and extends underground. "Allow a player who has an active cooldown of the Event Owner to enter the event zone? [true/false]": false, There is also another parameter in the roadmap that will have a positive impact on this situation. Sorry if any, im using translator
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Tagged with:
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Version 1.9.0
14 downloads
Contracts is a time-rotating quest system plugin that 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! Not just another quest plugin Most quest plugins hand out static, repeatable, single-objective quests with no cap on how many you can have active at once and no deadline on finishing them. Players end up completing them passively in the background without ever engaging with the system, like achievements. Contracts turns these side-quests into main quests by putting them on a timer. A limited set of contracts is live at a time, each with a real deadline you define, so players have to decide what to prioritize rather than mindlessly clear a checklist. That urgency is why players keep logging back in throughout the wipe, when they'd otherwise burn out once progression stalls. Contracts also supports multi-objective quests with layered conditions (requirements), so a single contract can demand more than "kill 10 scientists." Simple objectives stack into real challenges, not one-line fetch quests. Rotation keeps players coming back. Layered objectives keep them there once they do. Features (Lite) The following are the limited features of the Lite version. See the Full version's page for the full feature set. Read more about the Lite edition on the website. 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. 5 objective types to vary gameplay across your server 5 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. (limited) Event logging with JSONL format support Powerful Web editor to make editing your configs a breeze and viewing insightful charts on your JSONL logs Quick Links Full Edition Discord Server Full Documentation Web Editor Roadmap Full Plugin Documentation Contracts is a very large plugin with a growing number of features. Documenting everything on the Codefling plugin page (here) can be very intimidating, inconvenient to read/search and drive new users away when they see a wall of text. For these reasons, I've created a structured, digestable and detailed documentation website with guides for new Contracts users! Check it out: https://www.rustcontracts.com Web Editor Nobody wants to be writing complex JSON structures by hand! Head to the Web Editor at https://editor.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! This isn't just simple forms and inputs. Editor 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). Advanced Data Importing: You can import entire data files or choose parts of them to merge into your working config. This makes importing new default contracts or shared contracts into your existing config a breeze. AI Generated Contracts: Use the prompt given by the editor in ChatGPT/Claude and paste its response into the editor to generate a contract. 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. Discord Join the official Discord server for support, announcements and more! https://discord.rustcontracts.comFree- 1 comment
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- #contracts
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Version 1.0.0
5 downloads
Plant crossbreeding, solved. Genetics Helper scans every hemp, berry, corn, pumpkin, potato and other clone you're carrying (and in nearby boxes), then tells you the exact clones to plant to reach a target genome — one‑round recipes when they exist, and full two‑round bridge routes when they don't. No spreadsheets, no external calculators, no tabbing out of the game. What it does Rust plants have six gene slots, each holding one of five genes. Three are "good" (green) — **G** Growth, **Y** Yield, **H** Hardiness — and two are "bad" (red) — **W** Water, **X** Empty. Crossbreeding mixes a plant with its same‑type neighbors slot by slot, and turning a bank of messy wild clones into a perfect "god clone" is notoriously fiddly. Genetics Helper does the math for you: Scans your clones automatically — inventory plus nearby boxes you own — and groups them by plant type (you can't crossbreed hemp with berries, and it respects that). Pick a goal by clicking six gene‑letter buttons or a one‑click preset. Presets auto‑fit to whichever arrangement is *easiest* to reach from the clones you actually have. Finds the best route and shows it with real success probabilities: One‑round recipes — a center plant plus the donors to surround it with, including "throwaway center" combines where the donors dominate any center. Two‑round bridge routes — when a bank is too messy for one round, it works out a clean intermediate ("bridge") clone to breed first, then the finishing combine. Both rounds shown, with combined odds. Honest advice — if even a two‑round route isn't possible, it tells you what to grow to unblock it. Before you start" checks — warns you when a recipe would use your *last* copy of a clone, or needs more than you have, so you clone up spares before committing (crucial for sub‑100% gambles you may need to retry). Pull buttons — gather the exact donors a recipe needs from nearby boxes into your inventory, only what you don't already have, respecting free space. Flush junk — one button (with a confirm step) to permanently destroy every clone with more than three red genes, cleaning out your bank in seconds. It's fast and lag‑free: the solver is allocation‑free and cached, so opening and clicking around the panel never stalls the server. Getting started 1. Install the plugin (see below) and grant yourself the `rustgeneticshelper.use` permission. 2. Gather some clones — clone wild plants and keep the cuttings on you or in a box beside you. 3. Stand near your storage and type in chat: /genes 4. Click a preset (Growth / Yield / Balanced / Hardy) or set a custom goal with the gene‑letter buttons. 5. Read the recipe under "Best route to your goal", hit "Pull" to grab the donors, and plant them. Installation 1. Drop `RustGeneticsHelper.cs` into your server's `oxide/plugins` (or `carbon/plugins`) folder. 2. The plugin loads automatically and writes a default config to `oxide/config/RustGeneticsHelper.json`. 3. Grant permissions (below) and you're done. Works with Oxide/uMod and Carbon. Commands Player commands: /genes Opens the main panel: set a goal, browse your clones by plant type, and get the best route with Pull buttons. Type it again (or press the **X**) to close. /gene Shows a short help message. Everything else in the panel is done with buttons — setting the goal, switching plant type, paging your clone list, pulling donors, and flushing junk. There's nothing else to memorize. Admin command: /gene grow [all] [stage] Force‑grows the plant you're looking at to a given stage. Add `all` to affect every plant in the same planter. `stage` is one of `seedling`, `sapling`, `crossbreed`, `mature`, `fruiting`, `ripe`. Using `crossbreed` runs the game's real gene‑mixing and prints the before → after genomes — the way to verify a recipe's odds in game. Permissions rustgeneticshelper.use Access to /genes and the panel rustgeneticshelper.admin Access to the /gene grow Configuration Permission required to use | `rustgeneticshelper.use` | Permission node checked for `/genes` and the panel. Leave as‑is unless you have a reason to rename it. Permission for admin/testing commands (grow) | `rustgeneticshelper.admin` | Permission node for the `/gene grow`/`debug`/`itemdebug` tools. Green gene weight (G/Y/H) | `0.6` | The crossbreed weight of a green gene. This is a game constant — **don't change it** unless the game's genetics math changes; the solver's accuracy depends on it. Red gene weight (W/X) | `1.0` | The crossbreed weight of a red gene. Also a game constant — leave it. Default target genome (order-independent for stats) | `GGGYYY` | The goal a player starts with before they pick one. Any 6 letters from `G Y H W X`. Recipe finder: how many recipes to show | `5` | How many candidate recipes the solver keeps internally; the panel displays up to the best three. Higher values do a little more work. Scan boxes within this radius for clones (m) | `4.0` | How far from the player to look for boxes when scanning clones and pulling donors. Also scan teammates' boxes | `true` | If `true`, clones in your teammates' nearby boxes are counted for recipes. (The **Flush** button never touches teammate boxes — it only destroys clones in your own inventory and your own boxes.) Max distinct clones listed per page | `6` | Rows per page in the clone grid. The grid is always four columns wide, so `6` shows up to 24 distinct clones per page. Target presets (name -> genome) | Growth/Yield/Balanced/Hardy | The preset buttons. Rename them or point them at any 6‑gene combo you like. When clicked, a preset auto‑fits to the easiest matching arrangement for the player's clones (slot order doesn't affect a plant's stats). Look-at ray distance (m) | `5.0` | How far the admin `/gene` tools reach when detecting the plant you're aiming at. Planter neighbour scan radius (m) | `2.0` | Radius used by `/gene grow all` to find the other plants sharing a planter. Green colour (rich-text hex) | `#7BFF52` | Colour used for green genes (G/Y/H) in the UI. Red colour (rich-text hex) | `#FF5B5B` | Colour used for red genes (W/X) in the UI. Tips & FAQ Why does the goal rearrange when I click a preset? Slot order has no effect on a plant's stats, so the plugin snaps a preset (e.g. 3× Growth + 3× Yield) to whichever arrangement your clones are already closest to. That's what makes an easy recipe appear instead of "no recipe." It says "grow cleaner clones" — why can't it just combine what I have? Reaching an all‑green genome needs enough *green* donors in each slot to outweigh scattered reds. If your whole bank is red‑heavy, no single‑ or two‑round combine can get there yet — the honest move is to roll a few seeds down to 0–1 reds first, then the routes open up. This is normal Rust genetics, not a limitation of the tool. What do the percentages mean? The odds that a round produces the exact target. `100%` is guaranteed; anything less is a gamble — inspect the center plant the instant it hits the Crossbreed stage, and if it missed, harvest it and retry from your backups. That's why the "Before you start" check nags you to keep spare copies. Is Flush safe? It only destroys clones with **more than three** red genes (pure junk that's never used in a recipe), only from **your own** inventory and boxes, and only after you click **Confirm**. Any other action cancels the pending confirm. Will it lag my server? No. The solver is bounded, allocation‑free, and cached per player — it only recomputes when your clones or goal actually change.Free -
MeventSupport started following How to get ItemCostCalculator working for this
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How to get ItemCostCalculator working for this
MeventSupport replied to T-Nuts's Support Report in Support
Glad you figured it out. If you run into any other issues, let me know. Happy gaming! -
Version 1.0.0
5 downloads
Cupboard Inspector A practical admin-side inspection tool for Duo and group-limited Rust servers. Run one command, scan suspicious cupboards, teleport directly to violations, and inspect them with clear world markers and UI-based reports. FEATURES Scan cupboards above the configured auth limit In-game admin UI panel with violation details • Pagination for large result sets Per-entry teleport button Owner and authorized players display • World markers with line, arrow, sphere and text Configurable marker duration and colors Permission support Works with Oxide / uMod and Carbon COMMAND /cupcheck PERMISSION cupboardinspector.use Example: oxide.grant group admin cupboardinspector.use INSTALLATION 1. Upload CupboardInspector.cs to your plugins folder 2. Load the plugin 3. Grant permission to your admin group 4. Use /cupcheck in-game COMPATIBILITY Rust Oxide / uMod Carbon ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ NOTES Cupboard Inspector- is a visual admin audit tool, not a full automated group limit enforcement system. It works well as an additional admin-side inspection layer alongside existing group limit plugins.Free-
- #rust duo
- #moderation
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Version 1.0.0
4 downloads
Finally read your survey charges — a clear resource readout, every throw. Free. Survey charges spit out messy resource piles that are a pain to read. SurveyReport prints a clean tally of what a quarry there would yield — the instant the charge lands. Fills the gap left by the long-broken free survey plugin (which relied on a hook that no longer fires — this one doesn't). Features: - Automatic clean resource readout on every survey charge - Permission-gated (toggleable) + optional console logging - Verified in-game: shows the deposit in chat (rebuilt after finding the vanilla hook is dead) Compatibility: Oxide & Carbon. Support & same-day wipe updates: https://discord.gg/45jCyZGfA The BreakGlass Tech Standard Built with AI-assisted engineering, held to a verification bar most listings aren't: • Grounded, not guessed — built against a custom reference SDK of 890+ real Rust/Carbon hooks from the live API. No hallucinated hooks. • Verified in-game, not just compiled — every plugin is playtested on a live server before release. • Bugs caught before you see them — issues found in playtesting are fixed before shipping. • Maintained same-day, every wipe. AI wrote the code. A rigorous test-and-verify process is why it works.Free-
- #survey-charge quality-of-life
- #mining
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Version 1.1.7
3 downloads
Turn grudges into gameplay! BountyHunter lets any player put a real, currency-backed price on someone's head — and whoever lands the kill collects the payout, no admin involvement required. How it works: Players pool scrap (or Economics/ServerRewards points) into a bounty on a specific target. Multiple players can stack money onto the same bounty, so a griefer, serial raider, or ganker can end up with a server-wide price on their head that keeps climbing. The moment someone kills that target in a legitimate PvP kill, the bounty pays out automatically — minus a configurable server tax cut, so it also doubles as a light economy sink. Features: Fully automatic payout on kill — no admin has to process anything Works out of the box with scrap, or use mods like Economics / ServerRewards Stackable bounties — the whole server can pile onto one target Configurable tax cut on every payout (revenue sink for your economy) Live in-game leaderboard UI (/bountyui) showing the top active bounties Admin wipe command for clean wipe-day resets Fully configurable: minimum bounty size, tax %, contributor cap, broadcast messages, UI timing Commands: /bounty <name> <amount> — place or add to a bounty /bounties — list the top active bounties /bountyui — show the live leaderboard overlay /bountyadmin clear — wipe all active bounties (admin only) Permissions: bountyhunter.use — access to bounty commands bountyhunter.admin — access to admin wipe command No dependencies required! Lightweight, single-file plugin, actively maintained. Note: Please report any bugs you find as this is still a new plugin For TOS: I use copilot to assist with my coding$17.99-
- #bounty hunter
- #bontey hunter
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Version 1.0.0
6 downloads
A modern and powerful in-game report system for Rust servers. Player Reports allows your community to contact server staff directly from the game while keeping everything organized through Discord integration. FEATURES ✔ In-game player report system ✔ Discord webhook integration ✔ One editable Discord message per report ✔ Admin reply system ✔ Report conversation history ✔ Open / close / reopen reports ✔ Multi-language support (EN / RU / UA) ✔ Automatic player language detection ✔ Permission system ✔ Fully configurable ✔ Clean and lightweight HOW IT WORKS 1. Player creates a report: `/report your message` 2. Staff receives notification: - In-game notification - Discord embed message 3. Admin can reply: `/rreply ID message` 4. Player receives the answer directly in-game. PLAYER COMMANDS /report message Create a report or add a message to an existing report. /myreports View your reports. /myreport ID View report conversation. ADMIN COMMANDS /reports View open reports. /reports all View all reports. /rview ID View full conversation. /rreply ID message Reply to player. /rclose ID reason Close report. /ropen ID Reopen report. PERMISSION playerreports.admin DISCORD FEATURES • Custom webhook • Custom bot name • Custom avatar • Role mentions • Embed colors • Automatic message updates LANGUAGES English Russian Ukrainian INSTALLATION 1. Upload PlayerReports.cs into: oxide/plugins/ 2. Start server or reload plugin. 3. Edit configuration: oxide/config/PlayerReports.json 4. Add your Discord webhook. 5. Give permission: oxide.grant group admin playerreports.adminFree -
Version 0.13.0
9 downloads
Put a readable sign on your large wood boxes. Aim at a box, run /label, type a short message, pick the colors, and the plugin paints small wooden signs onto the box faces so you can read what is inside without opening it. No more guessing which of the twelve boxes in your base holds the meds. What it does Labels the large wood box, including skinned versions of it. Renders your text to a image and paints it on small wooden signs stuck to the box. Lets you choose which faces get a sign: front, back, left, right, or any mix. Default is all four. Supports text color, background color, a border frame with adjustable thickness, and a glyph outline color. Supports emoji in the label through :shortcode: syntax, with a built-in picker. Cleans up after itself: when a box is picked up or destroyed, its signs and saved data go with it. Commands CommandWhat it does /label Open the label popup for the box you are looking at. /label <text> Skip the popup and stamp the box right away, reusing your last colors. /unlabel Remove the label from the box you are looking at. You can also open the popup from inside the box. When you loot a box you are allowed to label, a small Label button appears on the loot screen. It is on by default and can be turned off in the config. The popup The popup has two tabs. Label is where you type the message for the box in front of you, pick its colors and border, and choose which faces carry a sign. Save writes it; Clear removes the label; Cancel closes without changes. Settings is where you set your personal defaults. Pick the colors you like once and every new label starts from them. There is also an Apply all button that re-skins every label you have already placed with your chosen defaults, so you can recolor your whole base in one click. The re-skin runs in small batches across several frames so it does not stall the server. Colors are picked from a swatch palette. Your last choice is remembered between labels. Emoji You can drop emoji into a label with :shortcode: syntax. Type something like LOOT and the matching image is drawn inline with the words, sized to the font. Multiple emoji wrap across lines the same way words do. The popup has an Emoji button that opens a paged grid. Click one to add its :shortcode: to your text, then Save. You can fully replace the icons for the one you want Permissions Permission Grants boxlabel.use Use /label and /unlabel on boxes you are authorized on. boxlabel.admin Label or clear any box, ignoring the tool cupboard check. A normal player needs boxlabel.use and must be authorized on the tool cupboard that covers the box. Staff with boxlabel.admin can label any box anywhere.$15.00 -
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chris1990242 started following NpcRaiders
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- 230 comments
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Dragonsbane started following Epic Loot
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- 291 comments
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- #enhanced
- #custom loot
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tickfaw200 started following Announcements
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Hi, thanks for the reply. I may have explained it poorly in my first message, but I think there may be a misunderstanding. Regarding “Why did you decide that ownership isn’t working?” — I didn’t decide that ownership isn’t working; I’m reporting what is actually happening. Regardless of who starts or completes the event, the ownership does not change from “No Owner” to the player’s name. So the ownership functionality simply isn’t working as expected. Regarding /eventstime, that is also the issue I was trying to explain. I understand that it only shows events which currently have an active cooldown. The problem is that HarborEvents never appears because the cooldown is not being created in the first place. The event runs successfully but ownership remains "No Owner" regardless of which player does most damage. No cooldown appears to be created. Therefore HarborEvents does not appear in /eventstime. I’ll send the entire config as requested. Hopefully that will make it easier to see what is happening. Thank you for taking a look. HarborEvent.json
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Manly joined the community
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Hello, looks fine. Why did you decide that ownership isn’t working? The /eventstime command shows only those events for which you have an active cooldown. Please send the entire config.
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Gizmout3000 joined the community
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@Adem needs to add more info to Armored Train's API documentation. It only lists methods but not parameters or return values. I don't have enough info to know how to determine when a player is in an Armored Train PVP zone.
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