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tofurahie

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Everything posted by tofurahie

  1. i can't chatch this problem, so can you write on me Discord - tofurahie#4144
  2. If these plugins aren't from umod than yes, I will check tomorrow and fix this
  3. Just add the plugin to the Umod Blacklist in the config
  4. I think I'll add the ability to add text at the beginning of the post before the plugin links, would that work for you?
  5. The current version has a handy UI to quickly add to the blacklist so I don't think there is much cvsck in this. And the problem with hood is due to the fact that inside the file version has not changed and so you download the new version
  6. Changed Status from Pending to Gremlins Changed Fixed In to Next Version
  7. The developer does not correctly specify the versions for plugins. You can contact the developer so that he correctly indicates the version for plugins Below you can see how it should be. https://i.imgur.com/UUxpjPS.png
  8. Changed Status from Pending to Gremlins Changed Fixed In to 1.0.10
  9. Changed Status from Pending to Closed Changed Fixed In to 1.0.9
  10. I mean, for me to find a plugin on chaoscode I need to know its resourceID, which not all developers specify because it is not a requirement for a plugin to pass the test. This does not mean that all plugins from chaoscode do not have it.
  11. This means that resourceID for the plugin is not set contact the developer of this plugin and ask him to add a resourceID for chaoscode, so you do not get in the way of false updates can add the plugin in [CHAOSCODE] blacklist in config
  12. Version 1.0.5

    78 downloads

    Command to give detonator: givedetonator <steamid> permission for use: remoteexplosive.use Item Shortname: bearmeat.cooked Item SkinID: 2825162563 FEATURES: Exploding c4 at a distance In the configuration you can set the maximum distance for the operation of the detonator P.s - (My Discord - tofurahie#4144) Config: { "Detonator Name": "Detonator", "Minimum distance between player and C4 for remote explosion": 25 }
    $3.49
  13. Version 1.4.8

    583 downloads

    Spawn control Put anything anywhere — and decide where players land Adding one crate to a spot your players actually visit normally means a map editor and a wipe. Moving new arrivals off the beach means another plugin entirely. This does both from a menu you open in game: walk to a place, look where you want it, click. Barrels, crates, recyclers, scientists, vehicles, player spawns, and a named respawn menu on the death screen. 35 Templates ready to place 3 Separate systems in one plugin 60 Second default respawn, set per point 0 Dependencies ✓ Position and rotation from where you stand — walk there, look at it, one click, no coordinates typed by hand ✓ Every point refills itself — its own timer, and the plugin only restarts the clock once the entity is actually gone ✓ Item shortnames work too — the same field that spawns a crate can drop an item instead ✓ A named respawn menu on the death screen — your spawn points listed as real choices, not a random roll ✓ Nothing is baked into the map — unload the plugin and every prop and menu entry it created goes with it 01 — Entities Loot and props where the map forgot to put them A spawn point is four things: a name, a prefab, a respawn time, and a place. The menu asks for exactly those and nothing else. Thirty-five templates, one click each Loot and diesel barrels, the full crate range including the invisible lootables, a hackable crate, a recycler, five kinds of scientist, a scarecrow, a murderer, minicopter, scrap heli, two cars, a camper and a snowmobile. Pick one and you are already editing a live spawn point. Or any prefab you can name The prefab field takes a full asset path, and it is checked the moment you submit it — a typo is refused with a message instead of quietly creating a spawn point that never fires. Type an item shortname instead and the point drops that item on the ground on its timer, which is the cheapest custom loot spawner there is. Placed by standing there Position comes from your feet and rotation from where your head is pointing, so a car faces down the road and a crate sits against the wall you were looking at. Spawn now puts it in front of you immediately if you want to check before committing. Refill timers that wait for the loot to go Each point watches its own entity and only starts counting once it is destroyed — a crate nobody has opened is never duplicated. Sixty seconds by default, any number you like per point. Your own setups become templates Tuned a crate with the right prefab and timer? Save it back into the template list and the next twenty go down in one click each. The shipped list is editable too — delete the ones you never use. 02 — Players Off the beach, onto a spot you chose Rust drops arrivals on a random shoreline. Name a handful of places instead and every fresh spawn uses one of them. Named points, added where you stand One command or one button drops a point at your feet, and you can rename it in the menu — the name is what players will see later on the death screen, so call it what the place is. A separate spot for first-timers Point brand-new arrivals at one fixed location — a spawn town, a tutorial hut, a welcome sign. It fires once per player per wipe, tracked in the plugin's own data, and the list resets itself when it sees a fresh save. Stop two people landing on each other Points are reusable straight away by default. Turn that off and a point is held by whoever used it until they walk out of its radius, so a spawn rush spreads across your locations instead of stacking on one. No hostility timer on arrival Optionally clear the hostile flag as the player spawns, so somebody who died hostile can walk straight into safe zones. Worth having on if your spawn point is anywhere near an outpost. 03 — Respawn menu Let them pick where they come back Switch this on and your spawn points appear in the vanilla death screen alongside the player's own bags — by name, with their own cooldowns. No custom interface to learn, because it is the one they already use. Regions, not just pins Group points into a named category and the menu shows one entry for the whole area. Choosing it puts the player at a random point inside it, so “North forest” is a place to come back to rather than an exact tile campers can sit on. They don't eat the bag limit The server's sleeping bag cap is raised by exactly the number of points you added while the plugin runs, and set back to your original value when it unloads. Nobody loses a bag slot to a menu entry. Players can't break them Destroy attempts on a menu entry are refused, they are network-hidden so nobody finds a bag lying in a field, and each one carries its own reuse cooldown — sixty seconds by default — so a chosen spawn isn't an unlimited teleport. Reliability Reversible by design ✓ Unload removes everything it made — every spawned prop is killed, every menu entry is deleted and the bag limit is restored to the number you had before ✓ Menu entries never enter your save — they are created unsaveable, so they cannot pile up in the map file across restarts ✓ Entity points live in a data file — written on every server save, so your placements survive a config reset ✓ Editing a point rebuilds it live — change a prefab or a timer and the old spawner is torn down and replaced without a reload ✓ No dependencies — nothing to install alongside it, no image or NPC framework required Commands Three admin commands, none for players All three are gated on admin. There are no permissions to hand out — players interact with the plugin only through the death screen. /spsetup Open the editor — templates, entity points and player points /newplayerpos Add a player spawn point at your feet without opening the menu /spcategory Add your position to a named region — /spcategory North forest. Run it in several places to build the area up Questions Before you buy Can I make every new player spawn in one single place? Yes, two ways. Add exactly one player spawn point and every fresh spawn uses it, or leave several points and set the first-connection location separately — that one fires only on a player's very first join of the wipe, and everything after that uses the normal list. Can I give VIPs their own spawn points? No. The plugin registers no permissions — spawn points and respawn menu entries are the same for everyone on the server. I added points and players still land on the beach. The plugin hands Rust a point only when it has one to give, and falls back to vanilla otherwise. Two things cause that: the auto-wipe option is on and cleared your list when the save rolled over, or you switched off reusable points and every one of them is currently held by a player standing on it. Check the config still lists your positions first. Does it need Image Library or any other plugin? No. It references nothing and calls into nothing — drop the file in and it runs. Can I spawn something that isn't in the template list? Yes — paste any prefab path into the field and it is validated on the spot. An item shortname works in the same field and drops that item instead of spawning an entity. Do my placements survive a wipe? Entity spawn points live in the data file and are kept. Player spawn points live in the config and are kept too — unless you deliberately switch on the auto-wipe option, which clears them whenever the plugin sees a fresh save. What happens to everything if I unload the plugin? It cleans up after itself: spawned entities are killed, respawn menu entries are removed, the sleeping bag limit goes back to your original number and the open editor closes. Your points stay on disk, so loading it again puts everything back.
    $14.99
  14. Version 1.2.10

    343 downloads

    Crafting rules Every craftable item, on your terms One crafting speed for everyone, a workbench ladder you can't touch, and a tech tree that hands out everything eventually. Servers that want tiered craft speed, a banned weapon, or an item nobody is allowed to research end up stacking three plugins to get there. This is one file that owns crafting from end to end — speed by permission group, and seven switches on every item in the game. 7 Switches on every craftable item 3 Routes to a blueprint, each closable 2 Speed tiers shipped, add as many as you like 0 Dependencies ✓ Craft speed per permission group — name the permission, name the multiplier, it is registered for you ✓ Workbench tier per item — raise it, lower it, or take the bench requirement off entirely ✓ Research table, blueprint paper and tech tree — three separate switches, because players will try all three ✓ A blocked tech tree node doesn't have to wall off the branch — the plugin unlocks around it and charges the right scrap ✓ Every craftable item is listed for you — an icon grid with search, no shortname hunting 01 — Speed Faster crafting as something you sell Craft speed is one of the few perks players will actually pay for, and the only one that costs a server nothing to give. Here it is a two-column list: permission on the left, multiplier on the right. As many tiers as your shop has Two come configured — 1.5× for everyone and 3× for VIP — but the list is yours. Write craftcontroller.bronze, .silver, .gold with the numbers you want and the plugin registers every one of them on load. Nothing to declare anywhere else. Worked out per craft, not per session The multiplier is resolved the moment a craft starts, from the item's own base time. Grant a permission mid-wipe and the next thing that player queues is already faster — no relog, no reload. 02 — Items Seven switches on anything with a recipe On first load every craftable item in the game is written into the config with its vanilla values, so there is no list to build and no shortname to look up. Open the menu, click the icon, change what you need. Move an item up or down the bench ladder The plugin takes the workbench requirement off the engine and enforces its own, which is what lets you go both ways: put an AK behind tier 3, or let players craft a tier-2 item with no bench at all by setting it to zero. A player who tries too early gets a game tip naming the tier they need. Block an item outright One toggle and the recipe is closed — caught on both the inventory craft and the crafter itself, so there is no second path in. The player gets a message instead of a silent failure, and it is in the language file like everything else. A default skin, applied on the way out Give an item a skin ID and everything crafted comes out wearing it, held entity included, so it looks right in hand and not just in the inventory. A player who deliberately picked a skin keeps theirs — the default only fills the gap. 03 — Research Closing a door means closing all three There are three ways to learn something in Rust, and blocking one is worth nothing on its own. Each gets its own switch, so you can leave a route open on purpose — researchable from a found blueprint, but never from the tech tree. The table and the paper One switch covers both the research table and studying a blueprint that dropped in loot — the two routes players reach for first, and the pair that plugins usually forget to close together. The tech tree, node by node Mark a node blocked and it cannot be unlocked at the workbench, with a notice on screen and in chat rather than a dead button. And what happens to everything behind it This is the part most plugins get wrong. Block a node in the middle of a branch and you have accidentally banned the whole branch. A second switch decides which you meant: seal the path, or let players through it. Let them through and the plugin rebuilds the unlock itself — it works out which nodes are still needed, prices them in scrap at the correct tier including tax, takes the payment, unlocks them, and tells other plugins it happened through the standard hook so your logging and reward plugins still see it. Reliability Puts the game back ✓ Vanilla values are saved before anything is touched — every recipe's original time and bench level go into a data file on first load, and that file is the reference point from then on ✓ Unload restores every recipe — times and bench levels are written back from that file and the client is told to go back to normal crafting, so removing the plugin is not a wipe-day job ✓ Joining players are handled properly — if someone is still loading their snapshot the plugin waits and retries instead of firing into the void and leaving them with the wrong crafting rules ✓ Edits apply live — change a bench level or a block in the menu and it is in force before you close it, on a server full of people ✓ Four messages, all translatable — and no dependencies to install alongside it Commands One command, and the tiers you invent Players never type anything — the rules apply to them through the vanilla crafting menu. /craftcontrole Open the item grid — search, pick an icon, edit its seven settings craftcontroller.use Open the editor. Server admins have it without being granted anything craftcontroller.default 1.5× craft speed as shipped — rename it or change the number craftcontroller.vip 3× as shipped, and the template for every extra tier you add Questions Before you buy The workbench labels disappear from the crafting menu. Is that expected? Yes, and it is the trade for being able to move items between tiers at all. Those coloured “requires workbench X” lines are drawn by the client straight from the recipe, so the requirement has to come off the recipe before the plugin can enforce a different one. The rule itself still holds — a player crafting too early is stopped and told which tier they need — but the label is gone until they try. If untouched tier labels matter more to you than per-item tiers, this plugin is the wrong trade. A player is in two speed groups. Which multiplier applies? The last one they match in the config file, not the largest. Write the list slowest first and fastest last and the answer is always the one you want. Do I have to know item shortnames? No. Every craftable item writes itself into the config on the first load with its vanilla values, and the in-game grid shows real item icons with a search box above them. Shortnames are there if you prefer editing the file, but nothing requires it. Can players still find a banned item as a blueprint in loot? The blueprint can still drop, but studying it is refused if you closed that route, and blocking the craft closes it even for a player who learned the item before you installed the plugin. If I block one tech tree node, do I lose everything past it? Only if you want to. That is a separate switch on the same item — leave it off and players unlock straight through the blocked node to what is behind it, paying the correct scrap for the nodes they actually get. Can I let players craft without standing at a workbench? Set an item's bench level to 0 and it crafts anywhere. Do it for everything and you have a no-workbench server without a second plugin. What happens if I remove the plugin later? Every recipe is written back to the values captured before it ever changed anything, and connected players are switched back to normal crafting on the spot. Blueprints players unlocked while it was running stay unlocked — those live in the game's own save, not in the plugin.
    $8.49
  15. Version 2.3.2

    201 downloads

    permission for use - sprayskins.use permission for workshop's skins - sprayskin.workshop Open UI - fire button or command /spray (you need to look at the object whose skin you want to change at the same time hold the spray in the hands) FEATURES: Change skinID with spray All steam workshop skins Skins from config { "Command": "spray", "all - workshop + your config | config - only from config | workshop - only from workshop": "all", "Perm for use": "sprayskins.use", "Your skins": { "furnace": [ 2729798683 ] } } P.s - (My Discord - tofurahie#4144)
    $11.99
  16. Version 1.0.6

    31 downloads

    permission for use: mountlimit.ignore FEATURES: Limiting the number of passengers and authorized players in the cabinet P.s - (My Discord - tofurahie#4144) Config: { "How much players can mount": 2, "How much players can authorize in cupboard": 4 }
    $2.99
  17. Version 1.1.7

    164 downloads

    Open UI - /zm FEATURES: Create and setup zone with GUI Can damage other player in Zone Can Damage other player structures Can damage NPC Can damage Helicopter P.s - (My Discord - tofurahie#4144) Config: { "Show Notification": true, "Show None zone type": true, "Notification message when enter in zone(%ZONENAME% - Zone name, %ZONETYPE% - Zone type)": "You have entered the zone %ZONENAME%\nZone type: %ZONETYPE%", "Notification message when leave from zone": "You have left the Zone, now you are in the open world", "Zones": [ { "ZoneID(Uniq)": 1633968236, "Zone Name": "ZONE NAME", "Zone Type": "ZONE TYPE", "Zone Type Color(HEX FORMAT)": "white", "Zone Position": { "x": 189.8238, "y": 4.038739, "z": 606.1398 }, "Zone Radius": 10.0, "Visible sphere?": false, "Can damage other players in Zone": false, "Can damage other player structures": false, "Can damage NPC": false, "Can damage Helicopter": false } ] }
    $4.99
  18. Version 4.4.3

    22,055 downloads

    Plugin updates Every plugin you run, watched from one Discord message Nobody checks forty product pages by hand, so servers run months-old builds and find out from a bug report. This reads your plugin folder, works out where each one came from across thirteen marketplaces, and tells you what's behind — in console and in Discord, as a single message it keeps editing instead of a feed of pings. Nothing to register: install it and the list builds itself. 13 Marketplaces searched 1 Discord message, edited in place 60 Minutes between checks, configurable 0 Dependencies, and nothing to register by hand ✓ The list builds itself — every plugin on the server, matched to its store page automatically ✓ Unloaded plugins are checked too — a .cs file sitting there disabled is still read and tracked ✓ One Discord message, not a feed — it edits itself, so the channel stays a status board ✓ Finds orphaned config files — leftovers from plugins you deleted months ago, moved to a backup folder on command ✓ In-game browser for the whole list — colour-coded, searchable, one click to ignore or correct a plugin Video See it in action 01 — Discovery It already knows what you're running There is no list to fill in. The first check enumerates everything on the server and works out where each plugin lives. Thirteen marketplaces, and any new one it meets uMod, Codefling, Lone.Design, Chaos, RustWorkshop, GitHub, ModPulse, RustPlugins, ServerArmour, ImperialPlugins, MyVector, SkyPlugins and Game4Freak are searched out of the box, each one switchable. If a store shows up that isn't in your config yet, it's added automatically. Disabled plugins count as plugins A .cs file that isn't loaded is opened and read directly — name, author and version come out of the file itself, for Oxide, Carbon and Covalence plugins alike. The one you disabled "until it's fixed" still gets told when the fix ships. Matching that survives renames A plugin is matched by author and name first, then by store name, page slug and tags — because the file is called NPCShop and the page says "NPC Shop". When a guess is still wrong, paste the correct URL once and it's pinned there for good. Version numbers that aren't version numbers Authors write v2.1, 1.0.4b or just 3. All of it is parsed down to something comparable instead of being reported as an update every single hour. 02 — Discord A status board, not a notification feed A webhook is the only setup. What arrives is one grouped, linked, timestamped report. One message that keeps itself current Give it a message id and every check edits that same message instead of posting a new one. Hourly checks stop being hourly noise, and the channel becomes a board anyone can glance at. Grouped by store, with the version jump and a link Each line reads [Codefling] NPCShop 2.11.5 → 2.11.6 with the version linking straight to the page, under a timestamp in your own timezone and 12- or 24-hour format. Links can be turned off if you'd rather keep it plain. Green when there's nothing to do "All plugins are up to date" arrives with a green bar; anything else uses the accent colour you set. Don't want the good news at all? One switch and it only speaks up when something is behind. Test it before you trust it One chat command fires a test message through the webhook, and a broken hook or a wrong message id is reported in console in plain words rather than failing silently. 03 — In game The whole list on one screen Everything the plugin knows is browsable in game, and everything you'd want to correct is corrected there too. Colour tells you the state at a glance Green for matched to a store page, red for not found anywhere, orange for deliberately ignored. Unmatched plugins are sorted to where you'll see them. Search, then fix Type part of a name or an author to filter. Click a plugin and you get its author, version, detected store and URL — the URL being an editable field, so a wrong match is a paste away from correct. Ignore what shouldn't be checked Private commissions and your own code never have a store page. One toggle drops them out of the checks and out of the report, without deleting anything. 04 — Housekeeping The configs nobody deleted Every server that has run for a year has a config folder full of files belonging to plugins that left. Since the plugin already knows exactly what you run, it can tell you which ones those are. List first, act second One console command prints every orphaned config by name. Nothing is touched until you run the second one. Moved, never deleted Cleanup relocates the files into a backup folder inside your config directory. Reinstall the plugin next week and its settings are still there, one move away. Reliability Built to be left alone ✓ No dependencies — and no account, key or token anywhere ✓ Rate limits are handled — it waits and retries the same plugin rather than skipping it or hammering the API ✓ Checks run spread out, never blocking — requests are made one at a time in the background, and stop the moment the plugin unloads ✓ A manual check can't stack — asking for one while a scan is running is refused with a warning instead of doubling the requests ✓ The config prunes itself — plugins you removed drop off the list automatically, so it never grows into a graveyard ✓ Discord's message limit is respected — an oversized report is trimmed with a notice instead of silently failing to send Commands & permission Two in chat, three in console Chat commands need updatechecker.setup; admins have access anyway. Every command name is configurable. /ucsetup Open the plugin browser /uctest Send a test message to your Discord webhook checkupdates Server console — run a check now instead of waiting for the timer uc_check_config Server console — list config files with no plugin behind them uc_clean_config Server console — move those files to the backup folder Hooks & API For plugin developers void OnUpdateCheckerUpdateFound(string name, string currentVersion, string latestVersion, string url, string marketplace) Fired once per outdated plugin, as the check finds it. Enough to build your own alerting — a panel notice, a Telegram message, an auto-download queue. Questions Before you buy Do I have to use Discord? No. Without a webhook the report is printed in server console on every check. Discord just makes it something the whole team can see. Do I need to list my plugins first? No. The list is built from the server itself on the first check and kept in sync from then on — new plugins are added, deleted ones fall off. What about my private or custom plugins? They won't be found anywhere, which is expected. Either flip them to ignored so they drop out of the report, or hide the whole not-found section with one config switch. It matched a plugin to the wrong page. Can I fix it? Open the browser in game, click the plugin, paste the right URL into the field. From then on it's checked against that page only. Will it spam my Discord channel every hour? Not if you give it a message id — then it edits that one message forever. You can also silence the "everything is up to date" report so it only writes when something actually needs doing. Is the config cleanup safe? It moves files into a backup folder inside your config directory, never deletes them, and the listing command shows you exactly what it would move before you commit. Does it slow the server down? Checks are network requests made one after another in the background, on an interval you choose — hourly by default, and the check on startup can be switched off too.
    Free
  19. tofurahie

    Car Tuning

    Version 1.2.1

    384 downloads

    permission for use - cartuning.use Open UI - /tuning (you need to look right at the car) FEATURES: Increase street angel Add sign Add smoke Increase slot for storagecontainer module Underbody light (white | red | green) P.s - (My Discord - tofurahie#4144) Config: { "Tuning can only be used when the car is on the Modular Car Lift ": true, "How much increase steer angle": 10.0, "Rotate sign": { "x": 0.0, "y": 0.0, "z": 0.0 }, "[COST] |Increase steer angle| in SCRAP": 12, "[COST] |Add sign| in SCRAP": 12, "[COST] |Add smoke| in SCRAP": 12, "[COST] |Underbody lighting| in SCRAP": 12, "[COST] |Increase slots in ModuleStorage": 14, "Dictionary of position underlight": { "TwoModules": [ { "x": 0.0, "y": 0.42, "z": 0.5 }, { "x": 0.0, "y": 0.42, "z": -0.5 } ], "ThreeModules": [ { "x": 0.0, "y": 0.42, "z": 0.5 }, { "x": 0.0, "y": 0.42, "z": -0.5 }, { "x": 0.0, "y": 0.42, "z": -1.0 } ], "FourModules": [ { "x": 0.0, "y": 0.42, "z": 1.0 }, { "x": 0.0, "y": 0.42, "z": 0.5 }, { "x": 0.0, "y": 0.42, "z": -0.5 }, { "x": 0.0, "y": 0.42, "z": -1.0 } ] }, "Dictionart of position smoke machine": { "TwoModules": { "x": 0.0, "y": 0.6, "z": -1.4 }, "ThreeModules": { "x": 0.0, "y": 0.6, "z": -2.4 }, "FourModules": { "x": 0.0, "y": 0.6, "z": -3.0 } }, "Rotate for smoke machine": { "x": 180.0, "y": 0.0, "z": 0.0 }, "Dictionart of position lighting": { "TwoModules": { "x": 0.55, "y": 0.52, "z": -0.4 }, "ThreeModules": { "x": 0.55, "y": 0.52, "z": -1.6 }, "FourModules": { "x": 0.55, "y": 0.52, "z": -2.4 } }, "Dictionart of count lighting": { "TwoModules": 3, "ThreeModules": 6, "FourModules": 8 }, "Rotate for lighting": { "x": 90.0, "y": 0.0, "z": 0.0 }, "Dictionary of position small sign": { "TwoModules": { "x": 0.0, "y": 0.7, "z": 1.65 }, "ThreeModules": { "x": 0.0, "y": 0.7, "z": 2.2 }, "FourModules": { "x": 0.0, "y": 0.7, "z": 3.3 } }, }
    $14.99
  20. Version 1.6.1

    838 downloads

    Cupboard authorization Authorize once — the whole base follows In vanilla, the tool cupboard grants exactly one thing: the right to build. Your team still needs the code for every door, still has to be added to every turret by hand, and still keeps all of it after they walk away. This plugin makes the cupboard list mean what players already assume it means — turrets, SAM sites, locks, chests and furnaces all follow it, and every one of them revokes the moment a name comes off. 9 Permissions, one per feature 7 Settings in the in-game menu 8 Container types gated out of the box 0 Dependencies ✓ Turrets follow the cupboard — existing ones the moment you authorize, new ones the moment they are placed ✓ Locks open without the code — and changing that code doesn't lock your team back out ✓ Chests and furnaces gated by the cupboard — a stranger who walks into an open base loots nothing ✓ Teams and clans, both directions — join and you are in everywhere, leave and you are out of everything ✓ Nine separate permissions — ship one feature at a time, or exclude a whole group from the plugin 01 — Access One list, four kinds of access The cupboard's authorized list becomes the single source of truth for the base. Each of the four behaviours below is its own switch and its own permission, so you can take just the ones you want. Turrets and SAM sites Authorize a player on the cupboard and every AutoTurret around it adds them. Place a new turret and it comes online already holding the full list — nobody stands there clicking through names. SAM sites hold fire on a helicopter whose pilot is authorized on the cupboard. Locks, without handing out the code Authorized players open code locks and key locks on the base directly. The lock's owner has to be on the same cupboard, so a lock placed by an outsider stays shut. And when the owner sets a new code, everyone on the cupboard is re-added as a guest in the same instant — changing your code no longer means re-telling six people what it is. Containers that check the cupboard Boxes, lockers, fridges, dropboxes, stashes, composters and coffins are gated by the cupboard out of the box — eight prefabs, and the list is yours to edit, so quarry hoppers or any other container can join it. Furnaces are a separate switch and cover every oven on the map with no list to maintain. Revocation that actually revokes Take one name off the cupboard and that player is pulled out of the surrounding turrets and out of every lock's guest list at the same time. Clear the whole cupboard list and the turrets drop back to their owner alone and the guest lists are wiped. 02 — Groups Teams and clans keep themselves in sync The usual routine — recruit someone, then run around the base authorizing them on four cupboards — disappears. So does the part everyone forgets: taking it all back afterwards. Joining authorizes you everywhere Accept a team invite and you are added to every cupboard where a teammate is already authorized — and to the turrets and locks around them. Authorize yourself on a new cupboard and the rest of the team comes with you in the same tick. Clans are treated the same way If a Clans plugin is installed, clan membership counts exactly like a Rust team: a new member is authorized where their clan already is, a member who is removed loses it, and a disbanded clan clears out completely. No clan plugin, no problem — nothing here is a dependency. Leaving takes it all back Leave, get kicked, or watch the team disband, and the access goes with it — cupboards, turrets, lock guest lists. On a cupboard the leaver owns, it is the former teammates who are removed instead. The owner never loses their own base. 03 — Building The ten-minute demolish window, removed Misplacing a wall and having to wait out a decay timer is the oldest complaint in the game. One switch ends it — without handing your base to whoever walks in with a hammer. Your own parts, demolishable forever Blocks you placed stay demolishable for as long as they stand, not for ten minutes. It applies to what is already on the map, not just to what you build next. And nobody else's Demolishing is restricted to whoever placed the block. A teammate cannot take down your walls, which is the reason most servers refuse to touch this setting at all. The switch is live — flip it in the menu and the whole map changes with it, no restart. 04 — Limits Caps on how far a base can spread Making authorization powerful is only half of it. The other half is deciding how many people get to hold that power, and finding out when someone tries for more. A hard cap per cupboard Eight by default, typed straight into the menu. It holds against every route in — pressing authorize, being assigned by the owner, or arriving through a team. When a team is too large to fit, the player is told by name who was left out and where the count stopped. A separate cap per turret AutoTurrets get their own number, so a base that runs twenty turrets cannot quietly turn into a twenty-name access list. Manual authorization on a full turret is refused too. Or no friend authorization at all One config switch takes the cupboard's own assign button out of play, for solo-only and duo servers where sharing a base is the thing you are trying to prevent. Discord tells you when someone tries Paste a webhook URL and every attempt to push a cupboard past its cap arrives as an embed: who tried, whose cupboard it was, both Steam profiles linked, a ready teleportpos command for the exact spot and the server name. Rate-limited to one message per player every five seconds, so a determined clicker cannot flood the channel. Reliability Safe to install mid-wipe ✓ Existing bases are caught up on load — every cupboard on the map is read at startup and its authorized players are pushed into the turrets and locks around it. Nobody has to re-authorize anyone ✓ Every setting applies live — the menu writes to the config and the change takes effect on the spot, including the demolish rule ✓ The settings menu is permission-gated end to end — the console command behind it re-checks on every click, so a player who guesses the command name changes nothing ✓ Features that are off cost nothing — turning off turret handling unsubscribes the SAM hook entirely instead of leaving it running ✓ No dependencies — runs on Oxide and Carbon, uses a Clans plugin if one is there and never asks for it Commands One command, nine permissions Players never type anything. Every permission is registered for you on load. /tssettings Open the settings menu — cupboard capacity and six switches, no config file tcauth.use Open the settings menu and change the settings tcauth.auth.use Gets authorized automatically with their team or clan tcauth.turret.use Added to AutoTurrets, and SAM sites hold fire on their helicopter tcauth.lock.use Opens code locks and key locks on the base without the code tcauth.chest.use Restricted to containers on cupboards they are authorized on tcauth.furnace.use Restricted to furnaces on cupboards they are authorized on tcauth.removebp.use Can demolish the building parts they placed at any time tcauth.bypass Treated as holding every permission at once, and ignores both capacity caps tcauth.ignore The plugin skips this player entirely — vanilla rules, no bonuses, no restrictions Questions Before you buy Everything is switched on, but my team isn't being authorized. What am I missing? The permission. Team members need tcauth.auth.use before the plugin will touch them — grant it to the default group and it works for everyone. The sync then fires on two events: someone accepting a team invite, and someone authorizing on a cupboard. Do I grant tcauth.chest.use, or take it away? Grant it to the players you want restricted. Chest and furnace are the two permissions that limit rather than give — a player without them loots any container on any base, exactly like vanilla. A player is on my cupboard but the code lock still asks for the code. Three things have to line up: the player holds tcauth.lock.use, the person who placed the lock is authorized on the same cupboard, and the lock is within 18.5 m of it when the authorization happens. That last one matters on sprawling compounds — a gate far from the cupboard is not picked up. If I change my code, does my team get locked out? No. Setting a new main code re-adds everyone authorized on the cupboard to that lock's guest list in the same action. Guest codes are left alone. Someone left my team. Do they keep the access? No — leaving, being kicked and the team disbanding all revoke it: off the cupboards, out of the turrets, out of the lock guest lists. Clan removals behave the same. Access is only kept where another authorized player is still their teammate. Can I add containers that aren't in the default list? Yes. The list is short prefab names in the config — eight are shipped, and anything that is a storage container can be added, quarry and pumpjack hoppers included. Furnaces need no list at all: one switch covers every oven. Can I stop players from authorizing their friends entirely? Yes, one config switch removes the cupboard's assign button. That is separate from the capacity number, so you can also just set the cap to 1. What happens if I unload the plugin? The restrictions stop immediately — containers, furnaces and SAM behaviour go back to vanilla on the spot. Access already written onto entities stays, because Rust stores it there and not in the plugin: names already added to a turret or a lock's guest list remain until they are removed in game. Building parts stay demolishable for their owner until the next server restart.
    $11.99
  21. tofurahie

    NPCLoot

    Version 1.2.7

    150 downloads

    Open UI - /nlsettings FEATURES: Changing the wearable clothing of the npc Changing Drop from NPCs The plugin doesn't support custom loot tables from other plugins, it also doesn't have default config setup, you need to setup it from scratch by UI in the game! CallHook CanModifySpawnedBot(HumanNPC bot) returning a non-null value overrides default behavior
    $8.99
  22. Version 2.3.15

    1,124 downloads

    Smelting & cooking control Quick smelt as a rank, not a server setting Speed, output and fuel burn are set per permission and per cooker — a large furnace behaves one way for your default group and another for VIP, and the furnaces standing in monuments get a tier of their own. Grant a rank and the ovens that player already placed change on the spot, still burning. Everything is edited from an in-game menu. 8 Cookers supported out of the box 5 Settings per cooker, per rank 3 Tiers preconfigured, unlimited more 0 Dependencies ✓ Speed, output and fuel burn — three independent multipliers per cooker ✓ Ranks apply instantly — existing ovens switch tier the moment the permission lands ✓ Cooking with no fuel at all — including electric furnaces with no power ✓ A separate tier for ownerless ovens — monument furnaces don't inherit anyone's rank ✓ One-click reorganize button inside the oven — load it, fuel it exactly, empty it 01 — Tiers A furnace that knows who placed it Every oven is matched to its owner's permission when it spawns, so the same building looks identical and behaves differently depending on who built it. Per rank, per cooker Not one blanket smelt rate. A rank sets its own numbers for the small furnace, the large furnace, the electric furnace, the refinery, campfires, the BBQ, the hobo barrel and the fireplace — eight cookers, five settings each, per tier. Grant a rank, the ovens change immediately Permissions and groups are watched live. Sell VIP at 2am and the furnaces that player left burning speed up right then — no relog, no re-placing, no server restart. Revoke it and they drop back just as fast. Ownerless ovens get their own tier Furnaces and campfires that came with the map or with an event have no owner and therefore no rank. A dedicated static tier covers exactly those, so a monument furnace can stay at 1x while your players' ovens run at 4x — or the other way around. 02 — The dials Three multipliers that don't overlap Speed, yield and fuel are separate problems, so they're separate numbers. Combine them into anything from a slightly generous furnace to one that never needs wood. Quick smelt Scales how fast the oven ticks. At 4x an ore stack finishes in a quarter of the time — and everything else about the oven, including charcoal, stays proportional. Output, with fractions that aren't thrown away More metal out of the same ore. Set 1.5x and the leftover halves are carried over and paid out as whole items later, so a fractional multiplier really is 1.5x over a stack instead of quietly rounding down to 1x on every tick. Fuel burn Make wood last twice as long, or twice as short. Independent of speed, so a fast furnace doesn't have to be a hungry one. Or no fuel at all One toggle and the oven runs empty — put ore in, take metal out, no wood involved. Electric furnaces get the same treatment and cook without being wired to anything, which is the version people actually ask for. 03 — Reorganize One button instead of thirty drag-and-drops A small icon appears inside the oven interface for ranks you enable it for. Pressing it does the whole loading routine at once. Fills, fuels and empties in one press Ore goes from your inventory into the oven, finished output comes back out to you, and the wood is trimmed to exactly what this batch needs — the surplus is handed straight back rather than sitting there burning. The fuel maths accounts for your rank The amount of wood it leaves is calculated from that oven's real smelting speed and temperature, so a VIP furnace running at 4x isn't loaded with four times the wood it will actually burn. 04 — Setup Configured by looking at things Three chat commands and a menu. The config file exists, but you shouldn't need to open it. Menu: rank, then cooker, then numbers Pick a permission, pick a cooker, set three values and two toggles. Every change is saved and pushed to every matching oven on the map right away — including the ones currently burning. Any cooker, including modded ones Look at an oven that isn't in the list and add it with a command — it appears under every tier with its in-game name, ready to configure. Custom furnaces from other plugins work the same way, as long as they're built on the game's own oven type. Reliability Built to be left alone ✓ No dependencies — nothing to install alongside it ✓ Unloads back to vanilla without a restart — burning ovens are restarted on plain game rules and carry on cooking ✓ Charcoal and byproducts behave exactly as vanilla — the game's own byproduct rules are kept, including the charcoal rate of each oven ✓ Other plugins keep working — the standard fuel-consumption hooks are still called, so anything listening to them isn't cut out ✓ Multipliers can't be set to zero — a typo can't freeze every furnace on the server ✓ Destroyed ovens are forgotten immediately — no growing table of dead entities Commands & permissions Three admin commands, none for players All three require setupfurnaces.use; admins have access anyway. Players never type anything. /fsetup Open the setup menu /fadd Look at a cooker to add it to every tier /fremove Look at a cooker to drop it from the list setupfurnaces.use Access to the setup menu and commands setupfurnaces.static The tier for ovens with no owner. Never grant this one to a player setupfurnaces.default Vanilla speed, with the reorganize button and no-fuel cooking on setupfurnaces.vip 4x smelt speed on every cooker. Rename it, retune it, or add more tiers Questions Before you buy Does a player have to re-place their furnaces after getting VIP? No. Granting or revoking a permission, and adding or removing someone from a group, re-applies the tier to every oven that player owns, right then. What about furnaces in monuments and event ovens? They have no owner, so they use the static tier, which you configure separately. Don't grant that permission to anyone — it exists to describe ownerless ovens, not people. A player has two tiers. Which one applies? The one further down the config list, so keep your tiers in ascending order and the top rank last. Is 1.5x output actually 1.5x, or does it round down? It's actually 1.5x. Fractions left over from each tick are carried and paid out once they add up to a whole item, so fractional multipliers aren't silently lost. Can an electric furnace run without electricity? Yes, with the no-fuel toggle on for that tier and that cooker. What happens to ovens if I unload the plugin? Everything burning is restarted on vanilla rules and keeps cooking. No restart needed, nothing stuck on. Will it conflict with another smelting plugin? Two plugins both rewriting smelting will fight, as always — run one. Plugins that only listen to fuel consumption are fine: those hooks are still fired.
    $14.99
  23. Version 1.0.0

    48 downloads

    Open UI - /cl P.s - (My Discord - tofurahie#4144)
    $4.99
  24. tofurahie

    Weather

    Version 3.0.4

    2,624 downloads

    Weather & time control Own the sky — from a GUI, not a config file Vanilla weather is a coin flip you don't get to influence. This plugin shuts it off and hands you the whole sky: build your own presets, tune every value with plain-English names, chain them on a schedule, or mirror the real weather of any city on Earth. Everything is editable in-game and applies instantly. 33 Tunable parameters 24 Schedulable hours 6 Presets preloaded 0 Dependencies ✓ Every parameter named in plain English — no cryptic engine values ✓ Real lightning strikes — not just thunder sounds ✓ Live weather synced from any real location on Earth ✓ Separate day and night length — plus vote-based night skip Video See it in action 01 — Presets Weather presets you actually control All six vanilla presets are imported automatically on first load, so you start from a working base instead of a blank slate. From there, nothing is off limits. Everything is a dial Rain, wind, thunder, rainbow and ocean wave height · cloud coverage, size, opacity and scattering · fog density · atmosphere brightness and contrast, day and night separately · full volumetric cloud control Named in plain English "Waves in the sea" instead of "OceanScale" · "Fog density" · "Sun glow size". No guessing what a value does before you drag it. Real lightning, not a sound effect Any preset with Thunder above zero fires actual strike effects for every online player, across three intensity tiers, with frequency scaling off the Thunder value. ✓ Smooth transitions — set a transition time per preset and weather eases in over seconds or minutes instead of snapping ✓ Weighted random — make Storm rare and Clear common with a single number ✓ Duration per preset — when one ends, the next rolls automatically 02 — Time Time and nights on your terms Long days, short nights, or no nights at all — and if you'd rather let the server decide, hand the choice to your players. Day and night length, separately A 45-minute day with a 10-minute night is one number each. Sunrise and sunset hours are configurable, and /setday and /setnight change time instantly. Skip nights automatically One toggle and nights are skipped the moment they start. Ideal for PvP servers and low-population wipes. Or let players vote A vote opens at an hour you choose and the night is skipped only if your required percentage agrees. Vote window, sound effect and every message are customizable. An anti-abuse limit locks voting after a set number of consecutive skipped nights, so your server still has nights. 03 — Automation Automation that runs the sky for you Set it once and never touch it again — either on a schedule you design, or synced to the real world. Rust-time schedule Assign presets to any of the 24 in-game hours. A preset holds until the next scheduled one, so filling three slots already covers a whole day. No two days alike Put several presets in one slot — "Storm,Dust" — and one is picked at random by weight every time that hour comes around. Real-world weather sync Give it coordinates and an OpenWeatherMap key and your server mirrors the live weather of that location, rechecked every in-game hour. Map each real condition — Clear, Rain, Snow, Thunderstorm, Fog — to whichever preset you like. Reliability Built to be left alone ✓ Weather survives restarts — the active preset and how long it has been running are saved, so a reboot doesn't reset the sky to a random state ✓ Active preset is highlighted in the UI — you always know what's running ✓ Optional console announcement whenever a new preset starts ✓ Clean unload — vanilla weather chances are restored exactly as they were Commands Three admin commands, one for players Admin commands require the weather.use permission. /wsetup Open the setup UI /setday Set time to day /setnight Set time to night /nskip Vote to skip the night — configurable, open to all players Hooks & API For plugin developers string API_GetCurrentWeatherPreset() Returns the name of the active preset void OnNewPresetStart(string presetName) Called when a new preset begins Questions Before you buy I scheduled a preset at hour 3, but hours 4–9 are empty. What happens? A preset runs until the next scheduled one. Set Rain at 4 and Dust at 9 and you get rain from 4 to 9, then dust from 9 until hour 4 comes back around. Can I put more than one preset on the same hour? Yes — comma-separated, like "Storm,Dust". One is chosen at random each time, weighted by each preset's chance. How do I know which preset is currently active? Open the UI — every preset is listed and the active one is highlighted. A preset you've only selected to edit is not. What happens when the current preset ends? A new one starts at random, weighted by the chance value you gave each preset. Does the weather reset when the server restarts? No. The active preset and its elapsed time are saved, so the sky picks up where it left off. Do I need an API key? Only for real-world weather sync. Everything else works out of the box, and a free OpenWeatherMap key is enough.
    $14.99
  25. tofurahie

    NPCShop

    Version 2.11.6

    1,582 downloads

    NPC traders & shops Build a trader where you stand — the whole shop, in-game Walk to a spot, type one command, and a named NPC vendor is standing there wearing your outfit. Everything after that — every lot, price, skin, stock counter and wipe limit — is edited by looking at him and clicking. No JSON, no reloads, no restart. Pin him to a monument and he finds the same corner on every new map. 17 Fields per lot 3 Economy plugins supported 99 Lots per single purchase 1 Required dependency — zero on Carbon ✓ The whole shop is built in-game — add, reorder, copy and delete lots by clicking ✓ Traders pinned to monuments — the same vendor at the same spot after every wipe ✓ Stock that refills on a timer — and survives a restart at the count it was on ✓ Sell items, currency or commands — kits and ranks are just another lot ✓ On the map like a vending machine — players see the vendor and what he sells Video See it in action 01 — The trader A vendor that belongs to your map Not a wooden box with a UI on it — a standing NPC with a name, an outfit and a place in the world. Spawned where you stand, dressed like you One command drops a trader at your feet, facing where you face, wearing a copy of your clothes and holding whatever is in your hands. Change your own outfit later and one button re-copies it onto him — another button hands the set back to you. Pinned to a monument, not to coordinates Spawn him inside Bandit Camp, Outpost or any monument and his position is stored relative to it. Next wipe, on a completely different map, he stands in exactly the same corner of that monument — no repositioning, no re-spawning. Visible on the map, with his stock Toggle the vending marker and the trader shows up on the map under his display name, with his item-for-item lots listed on the map screen — exactly like a vending machine, so players know where to go and what for. Locked to a group, if you want Give a trader a permission and only that group can open him — with your own refusal message instead of the default one. A VIP-only black market is one field. Bulletproof, literally Traders can't be shot, damaged, targeted by NPCs or destroyed, and they aren't written into the map save — so they never duplicate, never leave corpses and never end up as debris in your save file. 02 — Lots and pricing Any price for anything A lot is three item slots — what's sold, what it costs, and an optional second cost. Each slot can be a real item, a skinned item, or your server currency. Two-item prices Charge 500 metal and 20 scrap for one lot. Turn the second slot off with a single value when you don't need it. Currency in either direction Flip a slot to money and the lot is priced in ServerRewards, Economics or IQEconomic. Flip the sale slot to money instead and the trader buys from players — a scrap-to-cash buyback counter, same editor, no second plugin. Skins, custom names, custom icons Every slot takes a skin ID, so a skinned item is a different product with a different price. Override the display name, point the icon at any image URL, and attach a description of up to 2500 characters that players open with an info button. Buy in bulk without spam-clicking A per-lot multiplier from 1 to 99 with plus, minus and a typed field. It clamps itself to what the player can actually afford, what's left in stock and what their wipe limit allows, so the number on screen is always a purchase that will go through. Oversized results are split into proper stacks. Permission discounts Map any permission to a percentage. Discounted players see an OFF badge on the price and pay less on both price slots; stacked groups resolve to the single best discount. Copy a lot, or a whole shop Copy one lot or every lot at once, walk to another trader and paste. Reorder with arrows, delete with one click, and hit preview to see the shop exactly as a player will before you close it. 03 — Stock and limits Scarcity you can schedule An unlimited shop is a vending machine with extra steps. Two independent systems keep a trader from flooding your wipe. Stock that ticks back up Per lot: a maximum stock, a refill interval in seconds and how much comes back each interval. Sell out and the button turns grey with OUT OF STOCK until it recovers. Ten rockets an hour, and the first player there gets them. Per-player wipe limits A separate cap on how many of a lot each player may buy for the whole wipe, counted per skin. One VIP kit per person per wipe, enforced without a second plugin and reset automatically on the next map. Counts survive a reboot Remaining stock, refill timers and everyone's wipe counters are written on every server save and on unload. A restart doesn't hand out a fresh batch of rockets. 04 — Beyond items Sell anything a command can do Kits, ranks, teleports, cars, raid bases — if another plugin exposes a command, it's a lot. Run it now, or wrap it as a gift Put a command on a lot and choose: fire it the moment the purchase clears, or hand the player a wrapped present they can save, carry and unwrap whenever they want — the command runs on unwrap. Give it a name and an icon and it looks like a real product in their inventory. %steamid% is substituted for you. A command on the trader himself Fire a command every time a player opens a given trader — a greeting in chat, a quest check, a log line. Also keyed by Steam ID. Item search that finds things The item picker searches display names and shortnames as you type and shows icons, so filling a shop doesn't mean keeping a shortname list open on your second monitor. Reliability Built to be left alone ✓ Oxide and Carbon — on Carbon the built-in image database is used and no extra plugin is needed at all ✓ Nothing is written into the map save — traders are recreated from config on boot, so they can't duplicate or survive as junk entities ✓ Clean unload — every trader is removed, open interfaces are closed for all players and stock is saved first ✓ One editor at a time — while an admin has a shop open it's locked for everyone else, so two people can't overwrite each other's lots ✓ A missing monument disables its trader with a console warning instead of dropping him into the ocean ✓ Optional 1-second buy cooldown against double-clicks and click macros Commands Three admin commands, none for players All three require the npcshop.admin permission. Players never type anything — they walk up to the trader and press use. Command names are configurable. /settrader Spawn a trader at your position, in your clothes /remtrader Look at a trader and delete him /newtraderpos Look at a trader to select him, walk to the new spot, then /newtraderpos update. cancel aborts, and /newtraderpos <display name> moves a trader by name from anywhere npcshop.admin Spawn, edit, move and remove traders npcshop.vip 15% discount by default — rename it, change the number, or add as many discount tiers as you like Hooks & API For plugin developers void OnNPCShopItemBuy(BasePlayer player, Item saleItem, Item priceItem, Item additionalPriceItem) Fired after a successful item-for-item purchase, with the final amounts already multiplied and discounted. additionalPriceItem is null when the lot has no second price. Currency purchases don't raise it — track those through your economy plugin. Questions Before you buy What do I need installed? On Oxide, ImageLibrary — it's free and the plugin tells you in console if it's missing. On Carbon, nothing. MonumentFinder is optional and only needed for monument-pinned traders. An economy plugin (ServerRewards, Economics or IQEconomic) is optional and only needed for money prices; the right one is detected automatically. Do my traders survive a wipe? Yes. Traders, lots and prices live in the config, so they come back on the new map. Monument-pinned ones land in the right place automatically; free-standing ones keep their world coordinates and may need one /newtraderpos if the terrain changed. Stock counters and per-player wipe limits reset on a new map, which is the point of them. Can players sell things to the trader? Yes, in both forms. Item-for-item barter is what a lot does by default, and setting the sale slot to money turns the lot into a buyback: the player hands over items and gets currency. Can I sell a kit, a rank or a teleport? Anything that has a command. Either it runs immediately on purchase, or the player receives a named, custom-iconed present that runs it when unwrapped — which also makes the purchase tradeable between players. How many traders and lots can I have? No limit on either. The shop interface scrolls, and lots are reordered with arrow buttons. Why don't all my lots show on the map marker? The marker is a real vending-machine listing, and Rust's own format can only express one item for one item. Lots priced in currency, or with a second price item, are hidden from the marker — they work normally in the shop itself. Can I run different shops for different groups? Yes. Each trader takes its own permission and its own refusal message, so a VIP trader can stand next to the public one and simply refuse everyone else. Do I ever have to edit the config file? Only for server-wide settings: discount tiers, the currency icon, the buy cooldown, and a trader's access permission or greeting command. Everything about the goods themselves — lots, prices, skins, names, icons, stock, limits, descriptions — is done in-game.
    $18.99

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