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About Cooking



This plugin adds a large variert of ingredients, recipes and effects into your server.
Ingredients can be found from hitting nodes, to cutting to trees to picking hemp, corn and and potatos.

These ingredients have their own skins and names, and are part of the many recipes included with this plugin.

You can also add your own ingredients and create your own recipes via the config, assigning any of the 28 different BuffTypes, along with the desired duration.
Plugin creators can also create their own effects and hook them in using the "Hook" buff.

Patch 1.0.3 onwards requires ImageLibrary to function.



There are over 40 recipes that come with the default configuration.
Each recipe has a list of up to 10 different ingredients, and will provide one of 25 unique buffs for a configurable duration.
Recipes can be easily added via the config. The only requirements for this is a unique skin ID and image link.

The above video showcases how recipes can be easily added to your configuration.



The plugin comes with over 35 unique ingredients, and also includes some of the default items in rust. T
Ingredients can be easily added to the configuration (see the above video).

All non-default ingredients can be found from 19 different sources including cutting trees, mining nodes, collecting hemp etc.
Each sources drop rate can be customised to suit your server, and the sources for ingredients can be changed incredible easily by simply adjusting a number in the config file.



There are 19 unique sources that ingredients can be obtained from from cutting trees to collecting pumpkins.
The chances for each ingredient drop are based on the interaction with that source. 
For example, picking a pumpkin offers 1 chance, as it is 1 interaction to pick a pumpking, while cutting a tree may be 10-20 chances (depending on the tool), as it takes a number of hits to fall a tree.

When a roll is successful, it then rolls through each item type and selects the item based on that items "dropWeight", allowing you to make ingredients more or less common than others on the same drop table.



The Farmers Market is an in-built market that allows players to buy and sell ingredients for scrap or economics.

By default, the markets stocks will start at 0, and will only increase as players sell their unwanted ingredients to it. 

It can be configured to allow all items, or only custom items to be bought and sold through it, and also allows for a maximum stock to be set (default 100), meaing that it cannot have more than 100 of an item type.

The buy/sell values for each ingredient can be adjusted in the config file (default $10 buy, $5 sell).

Starting quantities can also be set if you do not want the market to start at 0.

The market can be accessed by typing in /market (if config is enabled) or by speaking to an NPC that matches the market name (default: farmers market).



Command: recipemenu
Action: Opens the recipe menu from anywhere. Beware this won't close the menu button.
Permission: cooking.recipemenu.chat

Command: market
Action: Opens the market menu
Permission: cooking.market.command

Command: clearrecipebags
Action: Removes all of the data for the ingredient bags.
Permission: cooking.admin

Command: givemeal
Parameters: <meal name>
Action: Spawns the desired meal for the player.
Example: /givemeal chicken dinner
Permission: cooking.admin

Command: giveingredient
Parameters: <ingredient name> <optional: quantity>
Action: Spawns the desired ingredient for the player.
Example: /giveingredient black pepper 20
Permission: cooking.admin

Command: resetmarket
Action: Resets the market quantities to the values in the config.
Permission: cooking.admin

Command: toggledrops
Action: Toggles ingredient drops while gathering
Permission: none



cooking.admin - required for admin commands.
cooking.free - ability to make meals without ingredients.
cooking.instant - cooking is instant.
cooking.use - required for users to be able to cook meals.
cooking.recipemenu.chat - required for using the /recipemenu command
cooking.market.command - required to use the chat command to open the farmers market.



0: Healshare - Anytime the consumer receives health, anyone within x meters receives the same amount of health.
1: HealthOverload - The consumer receives x health. This allows their health to exceed 100, and will automatically be reduced to 100 health after the duration.
2: FoodShare - Anytime the consumer has their calories increased, everyone around them also has their calories increased by the same amount for the duration.
3: FoodOverload - Will increase the calorie cap of the consumer to x for y hours.
4: Comfort - The consumer will have 100% comfort for the duration.
5: WaterBreathing - The consumer will be able to breath underwater for the duration.
6: FireResist - All fire damage the consumer takes is reduced to 0 for the duration.
7: ColdResist - All cold damage the consumer takes is reduced to 0 for the duration.
8: ExplosionResist - All explosion damage the consumer takes is reduced by x% for the duration.
9: AnimalResist - All damage done to the consumer from animals and murderes/scarecrows is reduced by x% for the duration.
10: MeleeResist - All damage done to the consumer from melee weapons is reduced by x% for the duration.
11: WoundedResist - When the consumer enters the wounded state for the duration of effect, they are brought back to their feet and receive x health and have all effects removed. This removes the meal effect.
12: Spectre - All turrets and base defences (including sam sites) will not target the consumer for the duration.
13: Madness - Anytime the consumer speaks over voice, their voice is muted and is replaced with horrible screaming for the duration.
14: Wealth - Whenever the consumer breaks a barrel, they are rewarded with x economic dollars for the duration.
15: AntiBradleyRadar - The consumer cannot be targeted by bradley tank for the duration.
16: Ingredient - This is simply an ingredient and has no effect.
17: Hook - This is required to trigger a custom hook when a meal is consumed.
18: BarrelSmasher - The consumer instantly destroys barrels when damage is done, regardless of the damage amount, for the duration.
19: CraftingRefund - The consumer has a x% chance to be fully refunded for their crafting components when crafting an item for the duration.
20: PassiveRegen - The consumer will receive x health every y seconds forthe duration.
21: HorseStats - When moved into a horses inventory, it will speed the horse up by x for the duration. Does not consume a meal slot.
22: Invisible - The consumer enters Vanish mode when consumed for x seconds. Requires the Vanish plugin.
23: NoFallDamage - The consumer will not take fall damage for the duration.
24: NoConditionLoss - The consumer will not lose any condition on their active weapon for the duration.
25: IngredientChance - The consumer will have better luck finding ingredients from all sources for the duration.
26: UngradeRefund - The consumer has x% chance to be refunded the upgrade costs when upgrading a building block.
27: ResearchRefund - the consumer has x% chance to be refunded the scrap costs when researching an item on the research table.
28: NightVision - the consumer will have nightvision enabled for the duration. Requires the NightVision plugin.
29: RolePlay - Inherrits the calorie/hydration modifiers from the base food used. Offers no other buff. Useful for role players.



0: Node - Stone, Metal and Sulfur nodes.
1: TreeAll - All trees.
2: TreePalm - Palm trees.
3: Hemp - All hemp plants.
4: CollectableNode - The small collectable stone, metal and sulfur nodes.
5: BerryBush - Bushes that berries can be picked from.
6: Pumpkin - All Pumpkin patches.
7: Potato - All potato patches.
8: Corn - All corn patches.
9: Fish - Gutting a fish.
10: Boar - Harvested specifically from boars.
11: Chicken - Harvested specifically from chickens.
12: Bear - Harvested specifically from bears.
13: Stag - Harvested specifically from stags.
14: Wolf - Harvested specifically from wolves.
15: Horse - Harvested specifically from horses.
16: Mushroom - All mushroom patches.
17: Animal - All mammals.
18: Default - An item that is obtained by default in Rust.
19: Crafted - An item that needs to be crafted (requires a recipe as well).



HumanNPC - Used if you want the market to be accessed via NPC. Simply adjust the name of the NPC to match what is in the config.

Vanish - Used in the Inivisibility buff type.

NightVision - Used in the NightVision buff type.

Economics - Used for the farmers market and the Wealth buff type.

ServerRewards - Used for the market and the Wealth buff type.



The following calls require an item to have the "Hook" buff type (#17). They can be added to your own plugin and will be called as the plugin requires them.


object GetBuffDescription(ulong skin)
    if (skin == 2428317574) return "This is sushi and it does stuff";
    else return null;

This API call is called 30 seconds after the plugin loads, and populates the recipe menu buff description with the relevant info.


void RecipeConsumed(BasePlayer player, string name, string shortname, ulong skin, int duration)
    Puts($"Consumed food {name} - short: {shortname} - skin: {skin} - duration {duration}");

This API call is called when a player eats a meal with the Hook buff type. Returns no information.


object BuffRequiresTimer(BasePlayer player, string name, string shortname, ulong skin)
    if (skin == 2428317574)
        return false;
    return null;

This API call is fired just after a meal is consumed to see if the meal requires a buff timer. If false is returned, it will not provide a buff timer/count down, or fire off our next API call.


void RecipeEnded(BasePlayer player, string name, string shortname, ulong skin)
    Puts($"Effect ended - {name}.");

This API call is fired when the buff timer has finished. Returns no information.


bool CanBuyIngredient(BasePlayer player)
    Puts("Returning false prevents the purchase of an item from the market.");
    return false;

bool CanSellIngredient(BasePlayer player)
    Puts("Returning false prevents the sale of an item to the market.");
    return false;

These API calls are made when a player attempts to buy or sell an ingredient to the farmers market. Returning false prevents the transaction.


void OnIngredientPurchased(BasePlayer player, string ingredient, double cost)
    Puts($"Player {player.displayName} purchased a {ingredient} from the market for ${cost}");
void OnIngredientSold(BasePlayer player, string ingredient, double cost)
    Puts($"Player {player.displayName} sold an {ingredient} to the market for ${cost}");

These calls are made when a player has successfully bought or sold an ingredient to the market.

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