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Everything posted by Duff
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Hey, there is a blacklist in the config where you can put the shortnames of the doors so they cannot be placed with PlaceryExtended. The plugin allows any deployables to be placed on defined areas in the config - But i can look into making a config True or false for if doors should require a Frame if its something you want
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- 36 comments
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- 36 comments
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i will take a look at all this, i have multiple plugins i need to update, iv had to take a long break. many things in my life have shifted and turned keep a look out for when the plugin is updated sorry for any inconviniences this have caused
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.0
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Solved in discord
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Are you using right click to place things down :)?
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.0.5
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Whats your server console saying? any errors popping up ?
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your URL looks like there is a Space click after the numberrs at / then Del so its all in one line so it looks like
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Version 1.0.1
21 downloads
Transform your Rust server with DebrisRemoval, a powerful plugin designed to enhance gameplay by eliminating the debris left after structures are destroyed. Whether you're looking for a smoother building experience or creating exclusive perks for VIP players, DebrisRemoval offers complete flexibility to fit your server’s needs. Key Features Universal Debris Removal: Instantly clear debris for everyone on the server, ensuring players can rebuild without waiting for debris to despawn. Permission-Based Control: Grant specific players or groups the ability to bypass debris, allowing them to build immediately after destruction – perfect for VIP players or custom roles. Configurable Timed Removal: Automatically clear debris at regular intervals, providing a balanced approach to gameplay that keeps server performance in mind. Prevent Debris Spawn: Stop debris from spawning in the first place with a toggleable setting, ensuring structures are left clean and ready for rebuilding. Easy-to-Use Configurations: With a straightforward configuration file, server admins can enable or disable each feature, customize the cleanup radius, and set unique permissions for player groups. Why Choose DebrisRemoval? This plugin offers unparalleled flexibility in managing debris, allowing server owners to create a smoother, frustration-free building experience. From universal removal to selective permissions, DebrisRemoval provides the tools to tailor your server’s building mechanics to your unique vision. Whether you run a PVP-focused server, a modded community, or want exclusive VIP perks, DebrisRemoval brings value with its robust and configurable approach to debris management.$4.99- 1 review
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Changed Status from Pending to Closed
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Private Version of RaidAlerts was created to fit the needs
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You would like the plugin to get cool down support for discord messages optional and support for npc in the raid alerts? The plugin your using for npcs is it npc Raider or what is it ?
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I will look into this :). Your using npc raider plugin or raidable bases or ?
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You can simply grant permission and it will prevent attacks from NPC's Currently the plugin have many permissions for NPC's like helicopter, bradley, animals, scientists - all theese permissions dosnt require any commands right now the only permission that requires a command is for Scientists, but if your interrested in getting my plugin but you just need the Scientists to have a permission that will not require a command then i can go in and work on implementing this right now
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Yes should work with BetterNPC And yes it is permission based, you can either grant players 2 types of permissions for Animals Nocommand or The regular permission the Nocommand permission while a player have this then Animals will ignore the player for the regular Animal Permission the player need to type a command to enable it or to disable it For Scientists you currently have 1 permission wich is requires the player to type in a command to make NPC's ignore you.. with my current implementation the NPC's ignore you. but if you attack them then they will return the favor by attacking you. i made it this way because to me it made more sense But i can if its something you would like to have implemented make a new permission where Scientists will not attack the player even if he attacks them i am very open minded in terms of adding new features and such to my plugins as long as it aligns with the plugin itself. so your more than welcome to suggest something And for the rest of the permissions there isnt a requirement for using commands, give the player or group the permission and they will benefit from the plugin i recently also made it so if players have access to the NOHostile permission then no matter what they do they will never become hostile and Safezones will never attack them no matter how hostile the player is If you have any other questions feel free to ask me
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Version 1.0.2
7 downloads
GatherRang V2 Native-Style Ranged Gathering for Rust (High-Pop Optimized) GatherRang V2 is a full rewrite designed to let players farm trees, ore nodes, and corpses using ranged weapons — while still behaving like native Rust gathering internally. Instead of faking yields or spawning resources, V2 routes hits through Rust’s ResourceDispenser system using the same mechanics tools rely on (fraction remaining, destroy fraction, finish bonus, hotspot scaling, etc.). This keeps the system stable, consistent, and compatible with Rust’s normal gather behavior. Media: What Players Can Farm: Trees (wood) Ore Nodes (stone / metal / sulfur / HQM) Animals / Corpses (flesh harvesting) Charcoal farming is not part of V2 (and there are no charcoal permissions in the current build). Native-Style Gather Flow: GatherRang V2 gathers through Rust’s native dispenser calls: ResourceDispenser.GiveResources(...) ResourceDispenser.AssignFinishBonus(...) So the plugin supports: Proper dispenser depletion (fractionRemaining) Correct destroy scaling (destroyFraction) Optional finish bonus (config controlled) Hotspot/spark scaling for nodes X-marker bonus scaling for trees This approach is built for long-term stability and avoids the common “fake gather” problems that desync or inflate yield. Always Hit System (Permission Based): GatherRang V2 includes two optional VIP-style permissions that force the bonus systems: Always Hit “X” (Trees) Permission: gatherrang.alwayshitx When granted: Ranged hits will always count as hitting the tree X marker The plugin will spawn/maintain marker flow automatically Bonus scaling applies reliably without needing perfect aim Without this permission: Players must hit the X marker normally Always Hit Spark (Nodes) Permission: gatherrang.alwayshitspark When granted: Ranged hits will always count as hitting the node spark Spark multiplier and bonus level sound triggers apply Hotspot logic stays active and consistent Without this permission: Players must aim for the spark like vanilla Rust Permission System: Core (Required) gatherrang.use Weapon-Type + Target Permissions Trees: gatherrang.bow.tree gatherrang.pistol.tree gatherrang.shotgun.tree gatherrang.smg.tree gatherrang.rifle.tree Nodes: gatherrang.bow.node gatherrang.pistol.node gatherrang.shotgun.node gatherrang.smg.node gatherrang.rifle.node Flesh (corpses/animals): gatherrang.bow.flesh gatherrang.pistol.flesh gatherrang.shotgun.flesh gatherrang.smg.flesh gatherrang.rifle.flesh Bonus forcing: gatherrang.alwayshitx gatherrang.alwayshitspark Player Toggle System (No Chat Spam) GatherRang V2 does not send gather messages to chat. Instead it includes a clean player toggle: Command: /gather on or /gather off Uses a toast notification (gametip.showtoast) Player state is saved to a datafile: GatherRang/PlayerToggles So players can opt in/out without any server-wide spam. Datafile-Based Farming Profiles Gather behavior is driven by profiles stored in a datafile, not hardcoded values. Profiles File > GatherRang/FarmProfiles >Profiles define: Tree.gatherDamage Ore.gatherDamage Flesh.gatherDamage Tree.destroyFraction Ore.destroyFraction Flesh.destroyFraction Default profiles are created automatically if missing, and new defaults are merged in safely over time. This system makes it easy for server owners to: Add custom profiles Fine-tune balance Create tiered harvesting power (VIP) Per-Weapon Profile Overrides Each weapon group supports per-weapon overrides through config: Config key: "Per-Weapon Inherit Profile Overrides (shortname -> profileName)" Example use cases: Make rifle.ak inherit a stronger profile Give a custom weapon its own harvesting profile Balance specific guns differently without changing the whole weapon group Config Example: { "Enabled": true, "Enable Tree Gathering": true, "Enable Node Gathering": true, "Enable Flesh Gathering (corpses)": true, "Native Engine Settings": { "Kill Trees On Complete": false, "Kill Nodes On Complete": true, "Kill Corpses On Complete": false, "UseFinishBonus": true }, "Weapon Group Defaults": { "Bow": { "Default Profile (name)": "Generic", "Override Tree.gatherDamage (-1 = inherit)": -1.0, "Override Ore.gatherDamage (-1 = inherit)": -1.0, "Override Flesh.gatherDamage (-1 = inherit)": -1.0 }, "Pistol": { "Default Profile (name)": "Generic", "Override Tree.gatherDamage (-1 = inherit)": -1.0, "Override Ore.gatherDamage (-1 = inherit)": -1.0, "Override Flesh.gatherDamage (-1 = inherit)": -1.0 }, "Shotgun": { "Default Profile (name)": "Generic", "Override Tree.gatherDamage (-1 = inherit)": -1.0, "Override Ore.gatherDamage (-1 = inherit)": -1.0, "Override Flesh.gatherDamage (-1 = inherit)": -1.0 }, "SMG": { "Default Profile (name)": "Generic", "Override Tree.gatherDamage (-1 = inherit)": -1.0, "Override Ore.gatherDamage (-1 = inherit)": -1.0, "Override Flesh.gatherDamage (-1 = inherit)": -1.0 }, "Rifle": { "Default Profile (name)": "Generic", "Override Tree.gatherDamage (-1 = inherit)": -1.0, "Override Ore.gatherDamage (-1 = inherit)": -1.0, "Override Flesh.gatherDamage (-1 = inherit)": -1.0 } }, "Weapon Groups": { "Bow": { "Enabled": true, "Weapon Shortnames (exact item shortname)": [ "bow.hunting", "bow.compound", "crossbow", "minicrossbow", "legacy bow" ], "Per-Weapon Inherit Profile Overrides (shortname -> profileName)": {} }, "Pistol": { "Enabled": true, "Weapon Shortnames (exact item shortname)": [ "pistol.revolver", "pistol.semiauto", "pistol.python", "pistol.m92", "pistol.nailgun", "pistol.semiauto.a.m15", "pistol.prototype17" ], "Per-Weapon Inherit Profile Overrides (shortname -> profileName)": {} }, "Shotgun": { "Enabled": true, "Weapon Shortnames (exact item shortname)": [ "shotgun.pump", "shotgun.spas12", "shotgun.double", "shotgun.waterpipe", "blunderbuss", "krieg.shotgun", "shotgun.m4" ], "Per-Weapon Inherit Profile Overrides (shortname -> profileName)": {} }, "SMG": { "Enabled": true, "Weapon Shortnames (exact item shortname)": [ "smg.2", "smg.thompson", "smg.mp5", "t1_smg" ], "Per-Weapon Inherit Profile Overrides (shortname -> profileName)": {} }, "Rifle": { "Enabled": true, "Weapon Shortnames (exact item shortname)": [ "rifle.ak", "rifle.ak.diver", "rifle.ak.ice", "rifle.ak.jungle", "rifle.ak.med", "rifle.sks", "rifle.lr300", "rifle.lr300.space", "rifle.bolt", "rifle.l96", "rifle.m39", "rifle.semiauto", "lmg.m249", "hmlmg", "minigun" ], "Per-Weapon Inherit Profile Overrides (shortname -> profileName)": {} } }, "Debug Enabled": false } Profile Datafile Example: { "Rock": { "Tree.gatherDamage": 10.0, "Ore.gatherDamage": 5.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.5, "Ore.destroyFraction": 0.5, "Flesh.destroyFraction": 0.5 }, "BoneClub": { "Tree.gatherDamage": 9.0, "Ore.gatherDamage": 4.0, "Flesh.gatherDamage": 5.0, "Tree.destroyFraction": 0.4, "Ore.destroyFraction": 0.4, "Flesh.destroyFraction": 0.5 }, "BoneKnife": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.0 }, "StonePickaxe": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 16.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.15, "Flesh.destroyFraction": 0.2 }, "StoneHatchet": { "Tree.gatherDamage": 20.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.15, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.334 }, "SalvagedCleaver": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.1 }, "VampireStake": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 30.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.0 }, "BaseballBat": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.1 }, "Hatchet": { "Tree.gatherDamage": 30.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 12.0, "Tree.destroyFraction": 0.1, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.0 }, "Pickaxe": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 30.0, "Flesh.gatherDamage": 5.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.6 }, "SalvagedAxe": { "Tree.gatherDamage": 50.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 15.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.0 }, "SalvagedIcepick": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 50.0, "Flesh.gatherDamage": 5.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.2 }, "Jackhammer": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 25.0, "Flesh.gatherDamage": 5.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.2 }, "Chainsaw": { "Tree.gatherDamage": 30.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 2.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.5, "Flesh.destroyFraction": 0.25 }, "SalvagedHammer": { "Tree.gatherDamage": 20.0, "Ore.gatherDamage": 20.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.2, "Ore.destroyFraction": 0.2, "Flesh.destroyFraction": 0.6 }, "ButcherKnife": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 18.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.0 }, "CombatKnife": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 20.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.0 }, "Longsword": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.1 }, "SalvagedSword": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.1 }, "SkinningKnife": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 18.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.0 }, "Machete": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.1 }, "KriegChainsword": { "Tree.gatherDamage": 30.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 2.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.5, "Flesh.destroyFraction": 0.25 }, "Mace": { "Tree.gatherDamage": 0.0, "Ore.gatherDamage": 0.0, "Flesh.gatherDamage": 10.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.1 }, "Generic": { "Tree.gatherDamage": 25.0, "Ore.gatherDamage": 25.0, "Flesh.gatherDamage": 12.0, "Tree.destroyFraction": 0.0, "Ore.destroyFraction": 0.0, "Flesh.destroyFraction": 0.0 } } High-Pop Optimized V2 is built for performance: Permission bitmask caching per player Weapon group lookup cache TreeMarkerData prefab cache Proper NetID cleanup in OnEntityKill Uses Subscribe/Unsubscribe to avoid idle overhead when disabled Minimal allocations and safe NextTick usage Designed to run smoothly on high population servers with constant farming activity. Plugins by Duff Discord: https://discord.gg/2KBPH7hXb7$14.99- 2 comments
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