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Complete Build System / Sandbox System 1.2.8

$99.99
   (5 reviews)
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🏆Not Just a Build Plugin — A Complete Sandbox Ecosystem

 

This system is actively supported and regularly improved to ensure stability and scalability for serious build servers.

 

Encounter any issues? Open a support request — rapid fixes are a priority.

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  • Update details
    v1.2.8
    Released
    Download size3.17 MB
    Total versions24
    Time between versions 6 days
    Typical update pace About every 5 days
    Freshness 4 days ago

🏗️ Complete Build System / Sandbox System 1.2.5

 

A premium all-in-one creative sandbox system for Rust build servers.

  • Personal and VIP build plots for monetization and tiered access
  • Built-in save/load system with share codes and native BuildSaves backend
  • Guest system with permissions for collaborative building
  • Basic symmetry tools, modern UI, and optimized build workflow
  • Designed for serious build servers, practice servers, and creative communities

 

Live Test:

client.connect 46.224.9.69:25015

✨ Core Features

- Personal build plots with automatic plot assignment
- Normal and VIP plots with separate radius and entity limits
- Plot categories and biome-based plot layouts
- Central lobby with teleport flow and optional respawn handling
- Optional randomized plot allocation
- Plot domes, map markers, radius control, and sound isolation
- Custom build kits for every player plot
- Included functional custom build map for a ready-to-run creative environment

💾 Save / Load / Share System

- Native `BuildSaves` backend built directly for BuildSystem
- No longer relies on CopyPaste as the active save/load dependency
- Save unlimited builds per player
- Load saved builds directly into your plot
- Rename and delete saves
- Category-aware last save loading for better biome/category continuity
- Share code generation and importing
- Guest restrictions enforced during save/load actions
- Faster load validation through stored entity metadata
- Safer queued save handling
- Improved shutdown and unload protection so plots save more reliably
- Legacy CopyPaste saves can be migrated with:
  `buildsaves.migrate`

👥 Guest & Collaboration System

- Invite players to your plot
- Request access to another player's plot
- Accept or decline requests
- Granular guest permissions:
  - Build
  - Remove
  - Demolish
  - Craft
  - Save copy
- Guests can be moved cleanly back to lobby when needed
- Better synchronization with `/leave`, disconnect cleanup, and plot ownership flow

🎛️ Creative Build Environment

- Full creative building workflow
- Free building and repairing
- Blueprint unlock support
- Noclip / fly support
- God mode support
- Optional off-plot restrictions
- Blacklisted item support
- Vehicle spawn whitelisting
- Per-player vehicle limits
- Built-in hammer remove support
- Auto-upgrade support
- Mass-upgrade support
- One-click power on/off support for IO entities
- Virtual item refresh support for reliable creative inventories
- Safe spawn logic and improved off-plot behavior

📊 Limits, Protection & Automation

- Separate normal and VIP entity limits
- Live entity counting
- Optional entity limit HUD
- Build cost calculation
- Upkeep calculation
- Plot radius damage restriction
- Auto-save interval support
- Spawned entity auto-cleanup in lobby, plots, and outside managed areas
- Player-owned and server/plugin-owned cleanup controls
- Improved restart and disconnect cleanup behavior

🪞 Plot Symmetry / Mirror Building

- Optional symmetry building system via `BuildMirror`
- Plot-based symmetry with hammer-selected pivot points
- Multiple symmetry modes
- Visual guide rendering
- Limit-aware mirrored placement
- Safer placement rejection when mirrored placement is invalid
- Designed for faster, cleaner base prototyping

🖥️ Modern UI

- Full Nexus-style graphical interface
- Lobby UI and build menu workflow
- Save/load/share management through UI
- Guest management through UI
- Tools and server info tabs
- Keyboard shortcut support
- Localized text system
- Optional middle-click menu opening
- Configurable footer text and layout

🗺️ Included Custom Build Map

Includes a functional custom build map designed specifically for creative build servers.

What the map provides:
- Organized plot layout
- Central lobby area
- Space for normal and VIP plots
- Cleaner server launch experience
- Ready-to-use build-focused environment
- Better structure for high-pop creative or practice servers

🧩 Included Modules

- `BuildConfig.cs` - central configuration provider
- `BuildCore.cs` - player flow, plot lifecycle, connect/leave handling
- `BuildPlots.cs` - lobby, plots, domes, markers, categories, teleport handling
- `BuildIO.cs` - save/load/share orchestration
- `BuildSaves.cs` - native save/load backend and legacy migration
- `BuildGuests.cs` - guest requests, invites, permissions, guest flow
- `BuildOptions.cs` - creative perks, restrictions, upgrades, god/fly, spawn controls
- `BuildCosts.cs` - build and upkeep calculations
- `BuildMirror.cs` - symmetry / mirror building
- `BuildUI.cs` - graphical interface
- `BuildLang.cs` - localization system

🔐 Permissions

- `buildcore.vip` - VIP plot size and VIP entity limit access
- `buildplots.freeroam` - allows freer off-plot movement behavior
- `buildplots.lobbyexit` - allows using the build menu flow from outside normal managed areas

🔄 Migration

Older installations that used CopyPaste-based saves can migrate to the new built-in save system with:
`buildsaves.migrate`

This makes upgrading older servers much easier while moving to the new native BuildSaves backend.

💬 Player Chat Commands

- `/build`
  Open the lobby UI or build menu depending on where the player is.

- `/leave`
  Leave the current plot.
  - Guests return to lobby
  - Plot owners save, clear, delete their active plot session, then return to lobby

- `/invite <player>`
  Invite another player to join your plot as a guest.

- `/request <player>`
  Request to join another player's plot.

- `/accept <player>`
  Accept a pending request or invite.

- `/decline <player>`
  Decline a pending request or invite.

- `/noclip`
- `/fly`
- `/f`
  Toggle noclip/fly, depending on plot/off-plot restrictions.

- `/god`
- `/g`
  Toggle god mode, depending on plot/off-plot restrictions.

⌨️ Player Console Commands

- `build`
  Console version of `/build`.

- `leave`
  Console version of `/leave`.

- `request <player>`
  Console version of `/request`.

- `buildcost`
  Console version of `/buildcost`.

- `fly`
  Console version of noclip/fly toggle.

- `god`
  Console version of god mode toggle.

🛠️ Server Owner / Admin Command

- `buildsaves.migrate [overwrite] [deleteOld]`
  Migrate legacy CopyPaste save files into the new BuildSaves format.
  - `overwrite` = optional true/false
  - `deleteOld` = optional true/false

Example:
`buildsaves.migrate`

 

⚙️ Config Explanation

- `Server Settings - Name`
  Server name field in config.
  Currently mostly informational and not a major gameplay switch.

- `Lobby Settings - Spawn Position`
  The world position for the lobby center and where players are teleported when sent to lobby.

- `Lobby Settings - Radius`
  The size of the lobby area.
  Also affects lobby zone checks, dome size, and marker area.

- `Plot Settings - Default Radius`
  Radius used for normal player plots.

- `Plot Settings - VIP Radius`
  Radius used for VIP plots.

- `Plot Settings - Randomize Plot Location`
  If true, players get a random free plot slot instead of the first available slot.

- `CoolDown Settings - Share Code (Minutes)`
  How long a player must wait before generating another share code.

- `Links - Discord`
  Discord link shown in the UI/server info section.

- `Links - Website`
  Website link shown in the UI/server info section.

- `Off Plot Settings - Allow F1 Spawn`
  Controls whether players can use allowed spawn/give behavior outside their own plots.

- `Off Plot Settings - Force NoClip`
  Controls whether noclip/fly is allowed outside plots unless freer permissions apply.

- `Off Plot Settings - Force GodMode`
  Controls whether god mode is allowed outside plots unless freer permissions apply.

- `Lobby Settings - Force Teleport on Connect`
  If true, players are automatically sent to the lobby when they connect.

- `Lobby Settings - Clear Inventory on Spawn`
  If true, inventory is cleared when players are placed into the lobby.

- `Lobby Settings - Respawn in Lobby without Plot`
  If true, players without a valid active/guest plot respawn in the lobby.

- `Map Markers - Enable`
  Enables map markers for lobby/plots.

- `Plot Settings - Custom Kit Items`
  Items automatically given to players when entering a plot.
  In your example, players receive:
  - planner in belt slot 5
  - hammer in belt slot 4

- `Allowed Entities - F1 Spawn`
  Whitelist of prefabs allowed through the plugin's F1/entity spawn behavior.
  Anything not listed is blocked.

- `Item Settings - Blacklisted Items`
  Items blocked from the creative build environment.
  In your example:
  - `supply.signal`
  - `grenade.smoke`

- `Vehicle Settings - Max per Player`
  Maximum number of spawned vehicles each player can own through the system.

- `Plot Settings - Limit Damage to Radius`
  Restricts damage interactions to the plot radius so players cannot affect things outside their area.

- `Entity Limits - Normal Max Entities`
  Max entity count for normal players.

- `Entity Limits - VIP Max Entities`
  Max entity count for VIP players.

- `Dome Settings - Lobby Color`
  Visual dome color for the lobby.

- `Dome Settings - Lobby Intensity`
  Number/intensity of dome visuals in lobby.
  Higher values create a stronger effect.

- `Dome Settings - Plot Color`
  Visual dome color for plots.

- `Dome Settings - Plot Intensity`
  Number/intensity of dome visuals for plots.

- `Plot Settings - Sound Isolation`
  Helps isolate plot audio/effects so players mainly receive sounds from the relevant managed area.

- `UI Settings - Show Limit HUD`
  Shows or hides the HUD that displays entity/vehicle limits.

- `UI Settings - Enable Middle Click`
  Lets players open the menu with middle mouse click.

- `Compatibility - Disable Grade Control (for BuildTools compatibility)`
  Disables the plugin's built-in grade control features so it does not conflict with BuildTools or similar systems.

- `Compatibility - Enable Built-in Hammer Remove (R)`
  Enables the built-in hammer reload/remove behavior.

- `Plot Settings - Hammer Remove Distance`
  Max distance for hammer-based removal checks.

- `Plot Settings - Auto-Save Interval Seconds (min time between auto-saves per player)`
  Minimum delay between automatic saves for a player's dirty plot.

- `UI Settings - Footer Text Align`
  Screen alignment for footer text.

- `UI Settings - Footer Anchor Min`
  Lower anchor position for the footer UI panel.

- `UI Settings - Footer Anchor Max`
  Upper anchor position for the footer UI panel.

- `UI Settings - Footer Text Color (R G B A)`
  Footer text color and transparency.

- `UI Settings - Footer Font Size`
  Footer text size.

- `Spawned Entities - Auto-Remove In Lobby`
  Enables cleanup of eligible spawned entities in the lobby.

- `Spawned Entities - Auto-Remove Inside Plots`
  Enables cleanup of eligible spawned entities inside plots.

- `Spawned Entities - Auto-Remove Outside Plots`
  Enables cleanup of eligible spawned entities outside managed zones.

- `Spawned Entities - Apply Auto-Remove To Player-Owned`
  Apply cleanup rules to player-owned spawned entities.

- `Spawned Entities - Apply Auto-Remove To Server/Plugin-Owned`
  Apply cleanup rules to server/plugin-owned entities too.

- `Plot Symmetry - Enabled`
  Master switch for the symmetry / mirror building system.

- `Plugin Version`
  Internal config version entry used for config migration/bookkeeping.


 

Developer hooks for compatibility

- `CanBuildSystemKillEntity`
  Lets other plugins prevent BuildSystem from deleting or killing a specific entity during cleanup, removal, or plot clearing actions.

- `CanBuildSystemHammerRemoveEntity`
  Lets other plugins block the built-in hammer remove system before an entity is removed.


Example:

object CanBuildSystemKillEntity(BaseEntity entity)
  {
      if (entity == null) return null;

      if (entity.ShortPrefabName == "autoturret_deployed")
          return false; // block BuildSystem from removing it

      return null; // allow normal BuildSystem behavior
  }

object CanBuildSystemHammerRemoveEntity(BaseEntity entity)
  {
      if (entity == null) return null;

      if (entity.ShortPrefabName == "wall.frame.shopfront")
          return false; // prevent hammer remove for this entity

      return null; // allow normal BuildSystem behavior
  }

 

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