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tofurahie

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Everything posted by tofurahie

  1. Version 2.3.2

    205 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
  2. Version 1.0.6

    35 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
  3. Version 2.0.1

    175 downloads

    Zones and areas Draw a zone where you stand — and let every plugin see it A safe area at the trader, an arena with damage on, a poisoned crater that drains health: you make each one in game, watch it as a sphere around you, and drag the radius until it fits. Other plugins read the same zones through a ZoneManager compatible API, so your event plugin knows exactly when a player walks in. 28 API methods 7 Zone hooks 11 Chat commands 0 Dependencies ✓Resize a zone while looking at it — the sphere follows every step you take ✓Three ready templates — safe, arena and event, one click each ✓Six effects inside a zone — healing, damage, radiation, speed, warmth, full stomach ✓Drop in for ZoneManager — same hook and method names, plugins work as they are ✓Nothing to edit by hand — menu, chat commands and live preview, config stays untouched 01 — Making zones Stand there, name it, done Walk to the spot, type one command or press one button, and the zone exists. No coordinates typed by hand, no server restart, no guessing what a radius of eighty actually covers. Edit it in the world A sphere is drawn around the zone with its name and current size. Buttons under it change the radius in steps of one and ten, drop the centre where you stand, save or roll back. Only you see it, and cancel restores the size and position you started with. The zone drawn around you while you change its radius, with the enter message players see Templates instead of seven fields Safe, arena and event come preconfigured. One button in the menu creates a zone from a template where you stand, and an existing zone takes a template with a single command. Templates live in the config, so your own presets sit next to them. A list that stays usable at thirty zones Search by name, type or id. Sort by name, type, radius or distance from you. Every row shows the type and the size and carries a teleport button, so checking a zone on the far side of the map takes one click. Every zone with its type and size, search, sorting and a teleport button on each row Copy what already works A tuned arena becomes the next arena with one command: the copy lands at your feet with every flag and effect carried over, ready to be renamed. 02 — What a zone does Rules and effects that hold inside the border Each zone decides who may hurt whom, and what happens to everyone standing in it. Both parts are switches in the same screen, applied the moment you press them. Damage rules per zone Players, player structures, NPCs and the patrol helicopter, four independent switches. A safe area at the trader and an arena two hundred metres away can hold opposite rules on the same map. Six effects on everyone inside Health per second, positive or negative · radiation · movement speed · bonus maximum health · warmth · hunger and thirst held full. A healing camp, a snow shelter, a radioactive pit or a sprint arena is one zone and no extra plugin. Admins in god mode are left alone. Players see where they are The zone type sits on screen in your colour, and entering or leaving pops a message you write yourself. Zones can also be drawn as a visible dome and marked on the map, both optional per zone. Overlapping zones behave Walk out of a small zone inside a bigger one and the plugin shows the one you are still standing in, instead of telling you that you left for the open world. One screen per zone: damage rules on top, effects underneath, applied the moment you press them 03 — For other plugins A ZoneManager replacement, not another island Hooks and methods carry the names ZoneManager uses, so a plugin written for it works here without waiting for its author. Zones are addressed by a readable id you choose, for example event_arena, instead of a random number. Events you can listen to OnEnterZone · OnExitZone · OnEntityEnterZone · OnEntityExitZone · OnZoneCreated · OnZoneUpdated · OnZoneErased Ask a zone anything Who is inside right now, players and entities separately, is this position or this player in a zone, which zones cover a point, name, type, radius, location and the whole field list. Twenty eight methods in total, with no allocation variants for the ones called every tick. Zones that clean themselves up An event plugin can raise a temporary zone for the length of a fight. It never touches the config and disappears the moment that plugin unloads, so a crashed event leaves no arena behind. Hooks Every id that crosses the API is a string: the readable id from the zone field Zone ID for other plugins, or the zone number when that field is empty. Both forms are accepted by every method. OnEnterZone (string zoneId, BasePlayer player) A real player walked in. OnExitZone (string zoneId, BasePlayer player) And walked out. OnEntityEnterZone (string zoneId, BaseEntity entity) An NPC, a vehicle or a dropped item entered. Players never come through here. OnEntityExitZone (string zoneId, BaseEntity entity) It left. OnZoneCreated (string zoneId) A zone was made, from the menu or through the API. OnZoneUpdated (string zoneId) A field or a flag changed. Editing never fires fake enter and exit events. OnZoneErased (string zoneId) The zone is gone. Ask a zone GetZoneIDs () → string[] Every zone id. GetZoneIDsNoAlloc(List<string> list) fills your own list instead of allocating. CheckZoneID (string zoneId) → object The id of the zone when it exists, null otherwise. The cheapest way to test an id. GetZoneName (string zoneId) → object The name, null when there is no such zone. GetZoneType (string zoneId) → object The type label, null when there is no such zone. GetZoneRadius (string zoneId) → object Radius in metres as a float, null when there is no such zone. GetZoneLocation (string zoneId) → Vector3 Centre of the zone, Vector3.zero when it does not exist. ZoneFieldList (string zoneId) → Dictionary<string, string> Every field of the zone as text: ID, name, type, color, radius, location, visible and the flags. Null when there is no such zone. ZoneFieldListRaw () → List<string> The names of the fields and flags a zone has, for building your own editor. IsPositionInZone (string zoneId, Vector3 position) → bool Is the point inside that zone. IsPositionInAnyZone (Vector3 position) → bool Is the point inside any zone at all. GetZonesAtPosition (Vector3 position, List<string> results) Adds the id of every zone covering the point to your list. GetPlayersInZone (string zoneId) → List<BasePlayer> Players inside right now, as a fresh list. GetPlayersInZoneNoAlloc(string zoneId, List<BasePlayer> list) fills yours. GetEntitiesInZone (string zoneId) → List<BaseEntity> NPCs, vehicles and dropped items inside. GetEntitiesInZoneNoAlloc(string zoneId, List<BaseEntity> list) fills yours. IsPlayerInZone (string zoneId, BasePlayer player) → bool Is the player inside right now. IsEntityInZone (string zoneId, BaseEntity entity) → bool Is the entity inside right now. GetPlayerZoneIDs (BasePlayer player) → string[] Every zone the player is standing in. GetEntityZoneIDs (BaseEntity entity) → string[] Every zone the entity is in. Flags Flag names are candamageplayers, candamagestructures, candamagenpc, candamagehelicopter and visible. Case does not matter. An unknown name writes a warning to the console and reads as false. HasFlag (string zoneId, string flag) → bool Is the flag on for that zone. PositionHasFlag (Vector3 position, string flag) → bool True when any zone covering the point has the flag on. PlayerHasFlag (BasePlayer player, string flag) → bool True when any zone the player stands in has the flag on. AddFlag (string zoneId, string flag) → bool Turns the flag on, saves a permanent zone to the config and fires OnZoneUpdated. RemoveFlag (string zoneId, string flag) → bool Turns it off the same way. Create and remove args is a flat list of field and value pairs: name, type, color, radius, visible and any of the flags. Booleans take true, false, 1 or 0. An unknown field or a radius that is not a number is skipped with a warning, the rest of the call still applies. CreateOrUpdateZone (string zoneId, string[] args, Vector3 position = default) → bool Creates the zone when the id is new and updates it otherwise, then writes it to the config. A readable id becomes the zone id other plugins see, a number becomes its zone number. The position moves the centre when given. CreateOrUpdateTemporaryZone (Plugin owner, string zoneId, string[] args, Vector3 position = default) → bool The same zone, but it lives in memory only: never written to the config and erased the moment the owner plugin unloads. Another plugin cannot update it, the call returns false. EraseZone (string zoneId) → bool Deletes the zone, false when there is none. Reliability Safe on a live server ✓Zones survive restarts and plugin reloads, and everyone standing inside is picked up again ✓Unloading removes every dome, marker and interface, leaving the map vanilla ✓Editing a zone does not fire fake enter and exit events at the plugins listening to it ✓The menu is behind a permission, so a random player cannot delete your safe zone ✓Detects TruePVE and steps aside instead of fighting it over damage ✓Works on Oxide and Carbon, no dependencies Commands Everything from chat /zmOpen the zone menu /zm create <name> [radius]New zone where you stand /zm edit <zone>Resize and move it in the world /zm radius <zone> <value>Set the radius by number /zm move <zone>Move the centre to you /zm copy <zone> [name]Copy it to your position /zm apply <zone> <template>Put a template on a zone /zm templatesList the presets /zm listAll zones with size and headcount /zm hereWhich zones cover your position /zm tp <zone>Teleport to a zone /zm remove <zone>Delete it A zone is addressed by its number, by the readable id you gave it for other plugins, or simply by its name. Permission managezone.useOpens the menu and the commands, admins have it by default Questions Before you buy Will my plugin that needs ZoneManager work with this? If it talks to zones through the usual hooks and methods, yes. The names are the same, so pointing it at ManageZone is enough. Only zones you create here exist, ZoneManager data is not imported. Do I need TruePVE or anything else? No. The plugin has no dependencies. If TruePVE is installed, ManageZone leaves damage decisions to it instead of overriding them. Are the zones round only? Yes, a zone is a sphere with a centre and a radius. Overlapping zones are handled correctly, so a large area with a smaller one inside works. What happens if I remove the plugin? Domes, map markers and the interface go away with it and the map is vanilla again. Your zones stay in the config, so putting the plugin back restores them. Can a moderator manage zones without full admin rights? Yes, grant managezone.use to the group and the menu opens for them. Does it work on Carbon? Yes, the same file runs on Oxide and Carbon.
    $12.99
  4. Version 4.6.0

    25,289 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
  5. tofurahie

    Car Tuning

    Version 1.2.2

    402 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
  6. Version 1.6.2

    873 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
  7. tofurahie

    NPCLoot

    Version 1.2.8

    159 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
  8. Version 2.4.1

    1,216 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 9 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 ✓ A live line telling you when it's done — and whether the fuel or the output space runs out first ✓ Ovens that feed themselves — wood in from the boxes next to them, metal out into the same boxes 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, nine 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. And a multiplier for one resource High quality ore can smelt at half speed while everything else runs at four times, or give double metal without touching the rest of the economy. Any shortname goes into Multipliers for a single raw item with its own speed and yield, multiplied on top of the tier. 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 — Hands off Ovens that run themselves Three switches per rank, per cooker. Turn them on for VIP and their base stops being a queue of furnaces waiting to be poked. A line that says when it's done Open an oven and it tells you the time left in green. It turns yellow and counts down to the moment the wood runs out, or to the moment the output slots fill up, whichever comes first. If the oven is already stuck it says so in red instead of pretending it's working. Wood in, metal out, without the player An oven out of fuel takes what it needs from a box standing next to it, and finished bars and charcoal go back into a box instead of clogging the output. It only touches boxes belonging to the same owner, only what the current batch needs, and only inside the radius you set. Off when there's nothing left to smelt The last ore turns into metal and the furnace shuts down instead of burning through the rest of the stack. Pull the ore out mid-batch and it stops the same second. 05 — 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 six 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. Which boxes will an oven pull fuel from? Only boxes with the same owner as the oven, only inside the radius you set in the config, and only the amount the current batch actually needs. Someone else's box next door is never touched. 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
  9. Version 1.0.0

    52 downloads

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

    Weather

    Version 3.1.0

    2,833 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 ✓Personal weather — let chosen players pick their own sky while the server weather stays for everyone else 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. 04 — Personal weather Personal weather for the players you choose Give a group its own sky. Anyone with the permission sets weather for themselves alone, while everyone else keeps whatever the server is running. A natural VIP perk that costs the rest of your players nothing. Their own sky, on command /myweather opens a small menu. The player picks a preset and it applies to them alone, instantly, on top of whatever the server weather is. You pick what they can choose Limit the menu to a handful of presets in the config, or leave it open to all of them. Only the presets you allow ever show up. One click back to normal A Server Weather button drops them back to the shared sky at any time, and their choice is remembered across reconnects and restarts. 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, two for players Admin commands require the weather.use permission. Personal weather requires weather.personal. /wsetupOpen the setup UI /setdaySet time to day /setnightSet time to night /nskipVote to skip the night — configurable, open to all players /myweatherOpen the personal weather menu — needs weather.personal 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. Can players set their own weather?Yes, if you grant them the weather.personal permission. They open /myweather and pick from the presets you allow, and it applies to them alone while everyone else keeps the server weather. 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
  11. tofurahie

    NPCShop

    Version 2.13.0

    1,834 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 ✓ Traders that react to players — gestures and voice lines on approach, purchase and idle ✓ 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 — Gestures and voice A trader who notices you He waves when you walk up, thanks you for a purchase and shrugs when your pockets are empty — with his own voice, if you give him one. Greets a player who comes closer Set a radius in meters and the trader reacts the moment somebody steps inside it — once per approach, not once per second. Walk away and come back and he greets you again. A reaction for every moment of the trade Walking up, opening the shop, buying a lot, coming up short on resources, closing the menu, and an idle line every N seconds while nobody is around. Each one carries a gesture, a voice line, or both. Random variants, weighted the way you want Every reaction holds a list of variants and one is picked by weight, so the same trader never greets two players in exactly the same way. Set a weight to zero to park a variant without deleting it. Voice lines are your own .ogg files Drop the files into oxide/data/NPCShop/sounds and write the file name in the config. Cut a long file where the phrase ends with a playback duration, and set the volume per trader. The speaker itself is invisible — players hear a voice coming from the vendor, not from a boombox at his feet. Heard by everyone, or by one player only A voice line can be global, so everybody around the trader hears it, or personal — delivered to the player who triggered it and to nobody else. Handy for greetings on a crowded Outpost. Every gesture the game has Wave, thumbs up, shrug, point, the dances — the npcshop.gestures console command prints the exact list your Rust build accepts, and an unknown name is reported at load instead of failing silently. 03 — 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. 04 — 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. 05 — 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
  12. Version 1.1.10

    548 downloads

    Mounted NPCs The road stops being empty Between monuments a Rust map is nothing — trees, gravel, and a run you have already made a hundred times. This puts armoured scientists on horseback out there. They patrol terrain you never had a reason to watch, they ride you down when provoked, and they are gone from the save file the moment you unload the plugin. 60 Seconds between population top-ups 25 Metre no-spawn ring around bases 4 Things you define per rider type 0 Dependencies ✓ Rider types you write yourself — NPC prefab, weapon, every worn item with its skin ID, and the horse's armour ✓ Peaceful until you shoot first — and then that player is remembered for the rest of the rider's life ✓ Never spawns on somebody's roof — the map is pre-scanned and anything within 25 m of a building block is thrown out ✓ The horses don't rot — decay damage is zeroed and Rust's decay replacement is blocked, so a patrol doesn't end in a pile of parts ✓ Nothing touches your save file — riders and horses are unsaveable by design and every one of them dies on unload 01 — Riders Dress them however you like A rider type is four fields, and you can have as many types as you want. Every spawn picks one at random, so a road can hand you a hazmat scientist with an LR300 and then something you built yourself. Any NPC prefab as the base The default is the full-kit LR300 scientist, but the prefab path is a plain config string — heavy scientists, tunnel dwellers, anything on the scientist chassis goes in the same field. Clothing with skin IDs The wear list is shortname paired with skin ID, so a rider can turn up in your server's own skinned gear rather than the stock hazmat suit. The prefab's default clothing is cleared first, so you get exactly what you listed and nothing underneath it. One weapon, by shortname Name a weapon and the belt is cleared and rebuilt around it. Leave it empty and the prefab keeps whatever it came with. Bows are the one exception — they are skipped deliberately, because a mounted NPC cannot draw one. Armour on the horse too Roadsign barding by default, and it is equipped properly rather than dropped in the inventory — the horse renders with it on. 02 — Spawning Out in the world, not in your compound The map is surveyed once on startup and the plugin keeps a list of places a horse can actually stand. Nothing is placed blind. Terrain only, and above the waterline Candidate points are traced straight down from 100 m and kept only if they land on terrain. Water, construction and prevent-building volumes are rejected, and so is anything at or below sea level — no riders trotting along the seabed. A 25-metre ring around anything built A point with a building block inside 25 m is dropped, and the check runs against the live map, not a snapshot. Players who wall off a hillside stop riders appearing on it. Topped up every minute A timer refills the roster to your population figure once a minute, so a night of hunting doesn't leave the map empty by morning. /spawnrider puts one in front of you when you want to look at your config instead of waiting for one to ride past. 03 — Behaviour Scenery until you make it personal Riders do not open fire on sight. Left alone they are something you watch cross a ridge; shoot one and it becomes a problem that follows you. They shadow you before they shoot you With the passive switch on, a rider will still ride over and pace you — the scientist just won't pull the trigger. It is a far better encounter than an NPC that either ignores you or kills you, and a rider who is only shadowing gets bored after 25 seconds and goes looking for somebody else. Hit one and it never forgets Damage the scientist or the horse and you are added to that rider's grudge list permanently. The 25-second boredom timer does not apply to you any more — it will keep coming while you are both alive. It knows when a chase is over Targets are dropped the moment they enter a safe zone, start swimming, go to sleep, disconnect or die. Nobody gets shot at while loading into an outpost, and no rider stands in the surf waiting for a swimmer. A damage dial so the fight stays winnable A mounted scientist is a small target sitting behind a large animal, so incoming damage to him is multiplied — six times by default. Turn it down for a rider who takes real work to bring down, or to 1 for stock scientist health. 04 — Horses The mount is handled properly Rust's horses were built to be owned, fed and stabled. Three of those systems have to be switched off before a horse can just live outdoors, and all three are. No decay, no decay replacement Decay damage to a rider's horse is zeroed outright, and the engine's swap-it-for-a-wreck routine is refused. A rider left alone on the far side of the map is still a rider tomorrow. No ragdoll flailing A Harmony patch suppresses the horse ragdoll for plugin mounts only, keyed on their own skin ID. Your players' horses ragdoll exactly as they always did. You decide what happens to the horse Kill the scientist and the horse either drops with him or is cut loose as a riderless animal standing where the fight ended — one switch. The second option turns every encounter into a horse worth walking over for. Reliability Leaves nothing behind ✓ Riders and horses are never saved — both are marked unsaveable at spawn, so they cannot accumulate in your map file or come back as orphans after a wipe ✓ Unload kills every one of them — scientist and horse together, no strays left standing in a field ✓ A dead rider frees its slot immediately — the roster is corrected on death, not on a sweep, so the population figure means what it says ✓ The AI stops itself — the moment a horse or its scientist is gone, the controlling component tears itself down instead of ticking against a dead entity ✓ No dependencies — nothing to install alongside it, and no economy or NPC framework required Commands One command, for you Players never type anything, and there is nothing to hand out — the command is gated on admin, not on a permission. /spawnrider Spawn a random rider type at your feet — the fast way to check a config change Questions Before you buy Can I change what they wear and what they carry? Yes, per rider type. The wear list takes a shortname and a skin ID for each item, so custom-skinned outfits work, and the weapon is a single shortname. Bows are ignored on purpose. There is no kit-plugin integration — the items are named directly in the config. Can I have several kinds of rider on one map? Yes. Rider types are a list, and each spawn picks one at random. Each type carries its own scan radius, so a lightly armed scout can notice you from further away than a heavy. Can I set my own spawn points, or spawn a type in one region? No. Positions are generated from the terrain at startup and used for every type equally. There is no per-type placement and no way to hand-pick a location beyond spawning one yourself with the command. Do they drop the gear I dressed them in? Yes — the corpse carries whatever you put on the rider, and there is no switch to strip it. Price the outfit accordingly: expensive clothing on a common rider is a loot faucet. What about snowmobiles or other vehicles? Horses only. The movement code drives the horse's own gait and steering directly, so it does not transfer to another vehicle. Will they camp new players or shoot into outposts? No. Safe-zone players are never valid targets and an existing target is dropped the moment they enter one, along with anyone swimming, sleeping, disconnected or dead. Leave the passive switch on and a rider will not fire at all until it is shot. Do they survive a restart? No, and that is deliberate — they are never written to the save. The map is re-surveyed and the population rebuilt on load, so a restart costs you nothing but gives you a fresh spread of riders.
    $12.99
  13. tofurahie

    FireTimer

    Version 1.0.3

    818 downloads

    P.s - (My Discord - tofurahie#4144) Config: { "Minimum burning time": 5, "Maximum burning time": 15, "How long will it take to get a tank? (seconds)": 15 }
    Free
  14. Version 1.6.12

    1,449 downloads

    Gather & loot rates Rates that belong to the player, not to the server Server-wide multipliers give everyone the same wipe. This plugin attaches rates to permissions instead: a default tier, a VIP tier, as many tiers as you sell. Every gather source is covered — nodes, quarries, the excavator, the metal detector, farming, tea, even NPC corpses — and every loot container is multiplied per item category, or per exact item. All of it edited in a UI, applied the moment you type the number. 14 Item categories, each with its own rate 7 Production sources with their own multiplier 4 Fields on every per-item override 0 Dependencies ✓ Unlimited permission tiers — a different wipe for every rank you sell ✓ Every source, not just trees and nodes — quarries, excavator, metal detector, farming, tea, NPC corpses ✓ Guaranteed drops per item — "always 5 scrap, 10% chance of 20" without touching a loot table ✓ Loot and junk pile respawn speed — separately, live, no map restart ✓ Edited in-game — type a number, it's live and saved 01 — Tiers One server, as many rate sets as you sell A tier is a permission plus a full set of rates. Two come preconfigured — a 2x/3x default and a 3x/5x VIP — and you add as many as your shop needs. No permission, no change Players outside every tier play vanilla rates, untouched. Nothing is applied server-wide, so you can run the plugin on a 1x server and sell 2x as a rank. Stack tiers, or don't By default a player with several tiers gets one of them. Flip a single switch and every rate they hold is summed instead — so a booster permission can add on top of a rank rather than replace it. Everything from one screen Page through your tiers with two arrows. Global rates, every production source, all 14 categories and the per-item list are on the same screen, each an input field. Type a value and it's active and written to the config — no reload, no o.reload, no file editing. 02 — Loot Containers that pay what you decide Barrels, crates, elite crates, hackable crates, supply drops — anything with loot in it goes through a global rate multiplied by the rate of that item's category. 14 categories, 14 dials Triple the components but leave weapons alone. Halve ammunition while resources stay at 5x. Weapons, construction, items, resources, attire, tools, medical, food, ammunition, traps, misc, components, electrical and fun each carry their own multiplier on top of the global one. NPC corpses count the killer Scientists, tunnel dwellers and every other NPC drop loot scaled to the rates of whoever killed them — tracked from the kill to the corpse, so a VIP's kill pays VIP rates even if someone else opens the body. Shot open or opened by hand Barrels broken with a rock and crates opened normally both go through the same multipliers, credited to the player who did it — and each container is processed exactly once, never twice. Respawn speed, live Two multipliers — one for junk piles, one for crates and barrels — and the world's spawn timers are rebuilt the moment you change them. No wipe, no restart, and the vanilla values are put back when the plugin unloads. An exclusion list for the things you don't touch Name a container prefab and it stays vanilla — useful for event crates and custom loot that another plugin already fills. 03 — Gathering Every way a player earns a resource Most rate plugins stop at trees and ore. This one follows the resource wherever it comes from, and gives the slow, expensive sources their own multiplier on top. Nodes, trees and the finishing bonus Every hit, the bonus for finishing a node, and the leftovers that spill when it breaks — all three are scaled, so the numbers stay consistent instead of the bonus quietly staying at 1x. Quarries and the excavator pay their operator A mining quarry, a survey-charge pump jack and the Giant Excavator each have their own production multiplier — and the output is scaled by the rates of the player who switched it on, not by a server-wide number. Jackhammer, chainsaw and the metal detector Power tools get a multiplier of their own, so you can make them worth their fuel — or deliberately not. Metal-detector digs are boosted too, which almost nothing else covers. Tea strength as a rate The tea multiplier scales the effect value of the tea itself, not the number of leaves. A VIP's ore tea simply works harder than everyone else's. Farming and hand-picked resources Harvested plants and everything picked up off the ground — hemp, mushrooms, corn, wood piles — run through the same rates as everything else. 04 — Per item One item out of step with the rest Category rates handle the broad strokes. When a single item needs its own rule, it overrides everything above it. Its own multiplier, ignoring everything else Run resources at 10x and keep sulfur at 2x. An item with an override takes its own number and nothing else — no compounding surprises. Guaranteed amounts with a jackpot chance For loot, set a minimum and a maximum with a percentage chance for the big one. Every barrel gives exactly 5 scrap, and 10% of them give 20 — a flat, predictable economy you can actually price your shop against. Added by clicking an icon The picker filters by all 15 categories and searches display names and shortnames as you type. Click an item to add it, type its rate under the icon, click the red cross to drop it. Long lists paginate at 29 per page. Reliability Built to be left alone ✓ No dependencies — nothing to install alongside it ✓ Vanilla respawn timings are restored on unload — the plugin remembers what they were before it touched them ✓ Every UI change is written to the config immediately — a crash can't lose the tier you just built ✓ A bad shortname tells you in chat instead of failing silently or throwing errors into console ✓ Respawn boosting is opt-in — off by default, with the safe range stated in the config Command & permissions One command, and the tiers you invent The command name and the setup permission are both configurable. Admins have access regardless. /rs Open the rate editor gatherlootmultiplier.setup Access to the editor gatherlootmultiplier.default Preconfigured tier — 2x loot, 3x gather gatherlootmultiplier.vip Preconfigured tier — 3x loot, 5x gather. Rename both, or add ten more Questions Before you buy What happens to players with no permission? Nothing at all — they get vanilla rates. That's the point: grant the default tier to the default group for a server-wide rate, or keep it for ranks only. A player has two tiers. Which one wins? The one further down the config list — so keep your tiers in ascending order and the highest rank ends up last. Alternatively, turn on rate summing and every tier they hold is added together instead. Do I have to restart or reload after changing a rate? No. Values from the UI take effect immediately and are saved to the config as you type them. Even loot respawn timing is rebuilt live. Whose rates apply to a quarry or the excavator? The player who switched it on. A VIP's quarry produces at VIP rates while it runs. Can I make a resource drop a fixed amount instead of a multiplied one? Yes, for loot: give the item a minimum, an optional maximum and a chance for the maximum. The multiplier is then ignored for that item and the amount is rolled between the two. Is faster loot respawn safe for my server? It's off by default and it scales the game's own spawn timings rather than spawning extra entities. Stay near the suggested values — extremely low numbers mean more entities alive at once, which costs frames on any server. Will it fight with my other loot plugin? Add that plugin's container prefabs to the ignore list and they pass through untouched.
    $14.99
  15. Version 1.1.3

    404 downloads

    Open UI - /ss FEATURES: Change population for enities On/off events Server settings P.s - (My Discord - tofurahie#4144)
    $5.99
  16. tofurahie

    AdminPanel

    Version 1.0.11

    364 downloads

    permission for open UI - adminpanel.use Open UI - /admin FEATURES: Teleport player to you Teleporting you to play Ban and Kick Player Spawn all loot crate Spawn All Tree and Bush Spawn Animal Get Owner (get owner of the structure you're looking at) View inventory Spawn Vehicles P.s - (My Discord - tofurahie#4144)
    $9.99

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