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  2. Gd.Kenni

    Reward

    HOW TO USE REWARDS Rewards are actions executed when a player unlocks a node. You can add multiple rewards to the same node. REWARD TYPES TechTree supports three reward types: ChatCommand ConsoleCommand Economics CONSOLECOMMAND VS CHATCOMMAND ConsoleCommand: Runs a server command from the server console. Use ConsoleCommand for admin/server commands such as granting permissions, giving items, running plugin commands, or executing Rust server commands. Example: ChatCommand: Runs a command from the player's client. Use ChatCommand only when you need the player to execute a client/chat-style command. Example: IMPORTANT Most reward actions should use ConsoleCommand. If a command needs admin/server authority, use ConsoleCommand. If a command is supposed to be executed by the player, use ChatCommand. PLAYER ID PLACEHOLDER Use playerID when the command needs the unlocking player's Steam ID. TechTree replaces playerID automatically. Example: If the player ID is 76561198000000000, TechTree will run: ECONOMICS REWARD Economics deposits money into the player's Economics balance. Example value: This requires the Economics plugin to be installed and available. RECOMMENDED WORKFLOW Open the TechTree. Switch to Edit Mode. Select the node. Click Modify. Open the Economy/Rewards tab. Add a reward. Select the reward type. Enter the command or value. Confirm. Save the editor session. GOOD EXAMPLES Grant a permission: Give an item: Deposit Economics money: Send a player/client command: COMMON MISTAKE Mistake: Using ChatCommand for a server/admin command. Result: The command may fail because it is executed as the player instead of the server. Fix: Use ConsoleCommand for server-side actions.
  3. @xNullPointer95The plugin has started to delete bases for no apparent reason, even when players are on the server. Any ideas ?
  4. HOW BRANCH PERMISSIONS WORK Branch permissions allow you to lock a node, or an entire branch, behind a custom permission. IMPORTANT Branch permissions are not automatically created by TechTree. You type the permission name in the node editor, then you must grant that permission with your permission manager. HOW IT WORKS If you set a permission on a node, players need that permission to unlock that node. Child nodes can inherit the nearest permission from their parent branch. This means you can lock a full branch by placing the permission on the first/root node of that branch. EXAMPLE You create a custom branch for VIP weapons. On the first node of the branch, set: Players without vip.weapons will see the branch as locked. Players with vip.weapons can progress through that branch normally. RECOMMENDED WORKFLOW Open the TechTree. Switch to Edit Mode. Select the node that should start the restricted branch. Click Modify. In the Permission field, enter your custom permission. Confirm. Save the editor session. Grant the permission to the correct players or groups. PERMISSION PLACEMENT Permission on a root node: Locks the whole branch. Permission on a child node: Locks that node and the child branch after it. No permission: The node is public, unless it inherits a permission from a parent branch. GOOD EXAMPLES COMMON MISTAKE Mistake: Typing a permission in the node editor but never granting it to players. Result: The branch stays locked for everyone. Fix: Grant the permission to a player or group with your permissions plugin.
  5. Gabriel Roldan

    the settings

    Thanks, I've already resolved it.
  6. Wrecks

    Hello

    That’s not in config you can comment it out if you really need to right now
  7. Sapnu

    Features

    Thankyou . i also notice another issue where if i upgrade from say stone with a skin appiled the symmetrical walls turn into twig
  8. Gabriel Roldan

    the settings

    Do I have to install it directly into the server folder for it to show up in English?
  9. rustfoxgaming

    Hello

    and the sound?
  10. Gabriel Roldan

    the settings

    I installed it from Carbon within the game.
    I've been using Gallium since the Alpha and Closed Access days, and Yosh and DeathBurn have done an amazing job. They've worked tirelessly to improve it, and it really shows. The cheat and teaming detection is incredibly reliable, updates are frequent, and the support is excellent. If you want a trustworthy anti-cheat for your Rust server, Gallium is hard to beat.We been using on are server norulesrust that is using carbon and even on staging with no issues
  11. IMPORTANT RULE "Exclude from vanilla sync" must be used together with "Disable Future Vanilla Imports". If "Disable Future Vanilla Imports" is not enabled, the vanilla synchronization system can still import vanilla nodes again later. So the safe workflow is: Disable Future Vanilla Imports -> Exclude the node -> Remove the node -> Save WHY THIS IS IMPORTANT TechTree creates its default trees from Rust's vanilla workbench tech trees. This allows the plugin to detect vanilla nodes and recover or synchronize them when needed. Because of this, deleting a vanilla node is not always enough. If the tree is still allowed to import future vanilla nodes, removed vanilla content can be synchronized again. To make a custom tree stable, you must first disable future vanilla imports for that workbench tree. DELETE VS EXCLUDE Delete: Removes the node from the visible tree layout. Exclude: Marks the vanilla node as intentionally removed from vanilla synchronization. Disable Future Vanilla Imports: Freezes the current workbench tree so future vanilla imports do not modify it automatically. For a permanent vanilla node removal, use all three: Disable Future Vanilla Imports Exclude from vanilla sync Remove the node STEP-BY-STEP: REMOVE ONE VANILLA NODE PERMANENTLY Open the TechTree at the correct workbench. Switch to Edit Mode. Open the Excluded Nodes menu. Enable "Disable Future Vanilla Imports". This step is required if you want excluded/removed vanilla nodes to stay removed. Close the Excluded Nodes menu. Select the vanilla node you want to remove. Vanilla nodes are the nodes created from Facepunch's default tech tree. Click Modify. Enable "Exclude from vanilla sync". This marks the vanilla node as intentionally removed. Confirm the node edit modal. Select the same node again. Click Remove. This removes the node from the visible tree. Press Save in the top bar. This is required. The editor works in a draft session, so your changes are only written to the data files when you press Save. COMMON MISTAKE Mistake: Only removing the vanilla node. Result: The node can come back later through vanilla synchronization. Correct fix: Recover or restore the node, enable Disable Future Vanilla Imports, enable Exclude from vanilla sync on the node, remove it again, then Save. EXCLUDE ALL Use Exclude All when you want to remove many vanilla nodes or rebuild a workbench tree from scratch. Recommended workflow: Open Edit Mode. Open Excluded Nodes. Enable Disable Future Vanilla Imports. Click Exclude All. Remove the vanilla nodes you do not want. Add or move your custom nodes. Press Save. This is the safest workflow for a fully custom tree. DISABLE FUTURE VANILLA IMPORTS Use this option when you want the current workbench tree to stop receiving automatic vanilla additions. Enable it for: Fully custom trees. Progression trees where vanilla nodes were intentionally removed. Seasonal or staged progression. Servers that do not want Facepunch tech tree updates to change their custom layout. If this option is disabled, TechTree may still synchronize vanilla nodes again later. AUTO VANILLA SYNCHRONIZATION Auto vanilla synchronization is useful when you want to keep a tree close to vanilla. It is not the safest mode for a custom tree where vanilla nodes were intentionally removed. If you want to permanently remove vanilla nodes, use Disable Future Vanilla Imports. RECOVER VANILLA NODES Use Recover Vanilla Nodes when you want to bring back missing vanilla nodes. If a node is excluded, restore it from the Excluded Nodes menu first. Then use Recover Vanilla Nodes. Then Save. BEST PRACTICE SCENARIOS Scenario 1: Remove one vanilla node permanently Enable Disable Future Vanilla Imports. Modify the vanilla node. Enable Exclude from vanilla sync. Confirm. Remove the node. Save. Scenario 2: Remove several vanilla nodes Enable Disable Future Vanilla Imports. For each vanilla node, enable Exclude from vanilla sync. Remove the nodes. Save. Scenario 3: Build a fully custom tree Enable Disable Future Vanilla Imports. Click Exclude All. Remove the vanilla nodes. Build the custom tree. Save. Scenario 4: Keep the tree updated with Facepunch additions If you want to keep future vanilla imports enabled, avoid removing vanilla nodes permanently. Future synchronization is designed to keep the vanilla tree updated, while Disable Future Vanilla Imports is designed to freeze a custom tree.
  12. Today
  13. Drxp

    Question

    Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
  14. Yaki

    Console commands are not working

    just like for all console commands where a parameter is a string and has a space in it, you need to put quotes around it so it registers as 1 parameter. if theres no space in the string, you dont need the quotes. the following will work givedrugseed 76561198968114028 "Weed Seeds" 10 givedrug 76561198968114028 "Weed Leaf" 10
  15. Chriz

    Console commands are not working

    I have tried all the variations. givedrugseed 76561198968114028 Weed Seeds 10 givedrug 76561198968114028 Weed Leaf 10
  16. Yaki

    Console commands are not working

    can you paste the exact command you are using thats not working?
  17. Hello Guys. I’ve been trying to give myself items like Seed Leafs and so on to run some tests, but the suggested console commands aren't working. The only console command that works is this one: giveblackmarketitem <steamid> Can somebody help me? Thanks
  18. TECHTREE DOCUMENTATION This documentation is based on the version 2.2.10. OVERVIEW TechTree is a custom Rust progression plugin that replaces or complements the vanilla workbench tech tree. It stores editable data for each workbench, tracks unlocks per player, supports branch restrictions, custom node costs, rewards, themes, and a full in-game admin editor. Supported tree categories: Workbench_1: Tier 1 workbench Workbench_2: Tier 2 workbench Workbench_3: Tier 3 workbench Engineering: IO research table / engineering workbench The plugin is written with Carbon and Oxide compatibility sections. On Carbon, the open command is protected. On Oxide, the open command validates that the player is near a workbench. INSTALLATION Copy TechTree.cs into the server plugin folder. Keep the filename exactly as TechTree.cs. Load or reload the plugin. Let the plugin generate its configuration, data, theme, and player files. Join the server as an admin and open a workbench. Use the top bar to switch to edit mode. OPENING BEHAVIOR The config option "Replace tree vanilla ? Open with [R] if false" controls how players access the UI. When enabled: The vanilla workbench tech tree interaction is intercepted. TechTree opens instead of the vanilla tree. The plugin sets server.uselegacyworkbenchinteraction to support this behavior. When disabled: The plugin subscribes to player input. Players can stand near a workbench and press R. An open button is displayed near the workbench interaction UI. Players must pass techtree.use only when permission usage is enabled in the config. CONFIGURATION Default config: { "Settings": { "Wipe Player Data at Wipe": true, "Time For Unlock Node": 1.0, "Selected Theme": "Default", "Use Permissions ?": false, "Use Economics ?": false, "Replace tree vanilla ? Open with [R] if false": true } } Config fields: --- Wipe Player Data at Wipe Default: true Deletes TechTree player unlock data on a new save. --- Time For Unlock Node Default: 1.0 Unlock progress duration in seconds. --- Selected Theme Default: Default Active theme name loaded from Themes.json. --- Use Permissions ? Default: false Enables use permission checks and special unlock permissions. --- Use Economics ? Default: false Economics is used by the Economics reward type when present. --- Replace tree vanilla ? Open with [R] if false Default: true Replaces vanilla tech tree opening, or uses the R interaction mode when false. Note about "Use Economics ?": Node prices still use item currency in the current source. Economics integration is handled through the Economics reward type. PERMISSIONS Registered permissions: --- techtree.use Required to open the TechTree UI when "Use Permissions ?" is enabled. --- techtree.unlock.free Makes unlock costs free for players with this permission. --- techtree.unlock.instant Removes the unlock timer for players with this permission. Branch permissions: --- Custom permission Typed directly on a node in the editor. --- Registration Not pre-registered by TechTree. Create or grant it with your permission manager. --- Behavior Locks that node and its child branch unless the player has the permission. Branch permission rules: Empty permission: public access. Permission on a root node: restricts that root branch. Permission on a child node: restricts that node and descendants that inherit it. Children inherit the nearest permission found while walking upward through their parents. If the player lacks the branch permission, the node appears locked and cannot be unlocked. DATA FILES TechTree uses Oxide/Carbon data storage under the plugin name. TREE DATA STRUCTURE Each Data_<category>.json file contains: TechTree List of nodes for this workbench category. Grid Bounds Optional visible grid limits. Disable Future Vanilla Imports Prevents future vanilla imports for that category. Enable Auto Vanilla Sync Allows automatic missing vanilla node sync. Excluded Vanilla IDs Vanilla node IDs that should not be imported. Extra Rewards triggered when all nodes in the category are unlocked. NODE STRUCTURE Important node fields: ID Internal custom node ID. Vanilla ID Vanilla Rust tech tree node ID, present only for vanilla-derived nodes. Parent List of parent node IDs required for normal unlock progression. Permission Optional branch permission. Image URL or Item Either an item icon reference or URL image. Grid Position Node location in the editor grid. Player Info Localized display name and description. Price Base unlock price. Curency Currency item ID and skin ID. The key is spelled this way in the current data model. Rewards Rewards executed when this node is unlocked. Example node: { "ID": 123456, "Parent": [111111], "Permission": "myserver.weapons", "Image URL or Item": { "Type": "Item", "Value": { "Item ID": -932201673, "Skin ID": 0 } }, "Grid Position": { "x": 2.0, "y": 4.5 }, "Player Info": { "Ingame Name": { "Lang": { "en": "Custom Unlock" } }, "Description": { "Lang": { "en": "Unlocks a custom reward." } } }, "Price": 250, "Curency": { "Item ID": -932201673, "Skin ID": 0 }, "Rewards": [ { "Type": "ConsoleCommand", "Value": "inventory.giveto playerID scrap 100" } ] } ADMIN EDITOR Admins access edit mode from the top bar while the TechTree UI is open. The editor uses a draft session: Entering edit mode deep-clones all current tree data. Changes are made to the draft. The UI previews changes immediately. Pressing Save replaces the live data and writes all workbench files. Closing or cancelling edit mode discards unsaved draft changes. CREATING NODES To create a node: Enter edit mode. Select an empty grid cell. Click Add. Configure the node in the modal. Set image, parent, permission, position, info, price, currency, and rewards. Confirm the modal. Press Save in the top bar. New nodes receive a generated internal ID. Their default price is 60, default currency is scrap, and the default image type is item. MODIFYING NODES To modify a node: Enter edit mode. Select an existing node. Click Modify. Edit the node in the modal. Confirm the modal. Press Save. The editor supports: Parent selection. Branch permission input. Item icon or URL image. Grid position selection. Localized name and description entries. Price. Currency item ID and skin ID. Reward list. While editing a node, the preview is applied to the draft tree. Cancelling restores the original node when modifying, or removes the preview node when adding. REMOVING NODES To remove a node: Enter edit mode. Select an existing node. Click Remove. Press Save. When a node is removed, the editor also removes that node ID from other nodes' parent lists. GRID EDITING The grid modal can: Expand left, right, up, or down. Shrink left, right, up, or down when no nodes would be cut off. Reset bounds based on current nodes. Apply a grid update when node placement changes require a bounds recalculation. Workbench 3 uses wider horizontal padding than the other trees. VANILLA CREATION, MODIFICATION, AND EXCLUSION LOGIC This is the most important part of the plugin's maintenance workflow. VANILLA MODIFICATION Once generated, vanilla nodes become editable plugin nodes. Admins can: Move them. Change their price. Change their currency. Add rewards. Add branch permissions. Change localized info. Change images. Remove them. The Vanilla ID remains attached to vanilla-derived nodes, which allows TechTree to understand whether the node already exists when Rust updates the vanilla tree. AUTO VANILLA SYNC When the plugin loads an existing data file, it compares the saved tree against the current vanilla tree. For each missing vanilla ID: If the ID is already present, nothing is added. If the ID is in Excluded Vanilla IDs, it is skipped. If Disable Future Vanilla Imports is true, the whole sync returns without adding anything. If auto sync is enabled, TechTree resolves a suitable position and may shift conflicting custom branches. If auto sync is disabled and the vanilla position is occupied, the node is skipped and a warning is printed. When new vanilla nodes are added, TechTree updates parent relationships for vanilla nodes so they point to the correct internal node IDs. CONFLICT RESOLUTION When auto sync is enabled, TechTree tries to place a missing vanilla node near its vanilla position or relative to its parent. If the target cell is occupied: TechTree identifies the conflicting node. It chooses a shift direction based on the node's branch direction from its parents. It collects the conflicting subtree. It can cascade shifts through several waves of connected nodes. It inserts the missing vanilla node at the intended target. This allows new vanilla content to be imported with less manual repair after Rust updates. EXCLUDING VANILLA NODES Exclusion is the correct way to permanently remove a vanilla node from future synchronization. Admins can exclude nodes in two ways: Toggle exclusion from the node edit modal for a vanilla node. Use the Excluded Nodes modal to exclude all, restore one, or clear all exclusions. Excluded IDs remain in Excluded Vanilla IDs. If a Rust update or a manual recovery tries to import missing vanilla nodes, excluded IDs are skipped. DISABLE FUTURE VANILLA IMPORTS This is stronger than exclusion. It prevents all future vanilla imports for that workbench category. Use it when: The tree is fully custom. You do not want Facepunch changes to alter the server progression. You want to freeze the layout for a wipe or season. UNLOCK LOGIC Each player has an unlocked node set per workbench category. A node is considered unlockable when: The player has the branch permission, if any. The node is not already unlocked. The node is a primary/root node, or at least one valid parent branch is unlocked. The player can afford the required path cost, unless they have free unlock permission. PATH UNLOCKING When a player selects a node whose cheapest required path includes missing parent nodes, TechTree calculates the required path and displays the total cost. The path calculation: Stops at already unlocked nodes. Treats primary nodes as path roots. Chooses the cheapest missing parent when multiple parents exist. Aggregates costs by currency item ID and skin ID. If the player confirms, TechTree unlocks all required nodes in the path and charges the combined cost. WORKBENCH MULTIPLIERS AND PROTOTYPE BYPASS TechTree reads workbench modifiers: Tech tree cost multiplier. Bypass availability. Bypass fail chance. Bypass cost multiplier. If the active workbench supports bypass upgrades, players may be shown a prototype/bypass option for eligible locked child nodes. The bypass can fail according to the workbench fail chance. REWARDS Rewards can be attached to individual nodes and to the Extra reward block for completing an entire workbench category. Reward types: -- ChatCommand Runs a command on the player client. -- ConsoleCommand Runs a server command. -- Economics Calls Deposit on the Economics plugin for the player. The string playerID is replaced with the player's Steam ID before command execution. Example rewards: [ { "Type": "ConsoleCommand", "Value": "o.grant user playerID techtree.branch.vip" }, { "Type": "ConsoleCommand", "Value": "inventory.giveto playerID scrap 500" }, { "Type": "Economics", "Value": "2500" } ] THEMES Themes are stored in: The default theme includes this named palette: The theme editor supports: Selecting a theme. Creating a theme. Duplicating a theme. Deleting non-default themes. Editing palette colors. Choosing unlocked and locked node styles. Previewing the result before applying. Current node styles: Default Circle The active theme is selected by the config field Selected Theme. LOCALIZATION The plugin registers English and French UI messages. Node names and descriptions use localized dictionaries: { "Lang": { "en": "Display name", "fr": "Nom affiche" } } If a custom localized value is missing, vanilla item names/descriptions can be used where available. IMAGE HANDLING Node icons can be: Rust item icons using item ID and skin ID. URL images stored through the image database. Built-in UI icons are loaded from predefined URLs. Custom URL node images are queued into the image database using keys like: When a URL image is replaced or removed, the plugin updates the image database entry. HOOKS TechTree calls vanilla-compatible hooks for vanilla nodes: OnTechTreeNodeUnlock(Workbench workbench, TechTreeData.NodeInstance node, BasePlayer player) OnTechTreeNodeUnlocked(Workbench workbench, TechTreeData.NodeInstance node, BasePlayer player, List<ItemDefinition> unlockedItems) TechTree also calls plugin-specific hooks: OnNodeUnlock(Workbench workbench, Dictionary<string, object> node, BasePlayer player) OnNodeUnlock(BasePlayer player, Dictionary<string, object> node, Dictionary<string, object> tree) OnNodeUnlocked(Workbench workbench, Dictionary<string, object> node, BasePlayer player) OnPathNodeUnlocked(Workbench workbench, List<object> nodes, BasePlayer player) If an OnNodeUnlock hook returns a boolean, that value controls whether the unlock proceeds. API The plugin exposes these API methods for plugin calls: Dictionary<string, object> API_GetPlayerData(BasePlayer player) bool API_SetPlayerData(BasePlayer player, Dictionary<string, object> apiData) bool API_ClearPlayerWorkbenchData(BasePlayer player, Workbench workbench) bool API_ClearPlayerData(BasePlayer player) Player API data format: { "workbench": { "Workbench_1": [123, 456], "Workbench_2": [789], "Workbench_3": [], "Engineering": [] } } Tree/node API dictionaries include: workbench nodes id vanillaId price parents isVanilla currency.itemId currency.skinId MAINTENANCE RECOMMENDATIONS After Rust updates: Reload or restart with TechTree enabled. Open each workbench tree in admin mode. Check whether auto sync imported new vanilla nodes. Review console warnings for skipped conflicts. Use Recover Vanilla Nodes if needed. Exclude vanilla nodes that you intentionally removed. Save the editor session after reviewing changes. For fully custom progression: Remove or modify vanilla nodes as needed. Add removed vanilla IDs to the excluded list. Consider enabling Disable Future Vanilla Imports. Keep backups of oxide/data/TechTree. For live servers: Test large tree changes on a staging server first. Back up player data before wiping or restructuring node IDs. Avoid manually changing node IDs unless you also understand player unlock data. Prefer the in-game editor for layout and node changes.
    Since having this added, it has brought me a slew of possible cheaters, of which we could investigate further, rather than relying on f7 reports, which usually end up being a dead end. This has changed our servers and the way we run them for the better. I am grateful to have been allowed access to Galium, and the hope that it gets rid of this nasty cheaters seems to be coming true every day.
  19. Sure you have to - Players can sell prefixes if they own it, they cant sell a prefix if they dont have it. Just enable it and test it out
  20. hionet.com

    Features

    Hi @Sapnu Thank you for purchasing the build system! I will add the features you requested as soon as possible.
  21. @0xDEADBEEF
  22. Boozo

    Not getting any panels

    I just installed , I don't get the house or any panels. I looked to see if I have a conflict but nothing stands out. Also when I type /info it says "unknown command"
  23. Wrecks

    Hello

    "Announce Top Zombie Hunters To Chat Every x Seconds (0 To Disable)"
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