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Everything posted by RustFlash
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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Hey you use Carbon?
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Version 1.6.0
1 download
With the DeathTeleport plugin, players in Rust can perform a limited number of teleportations to their own corpses. Features: Players can teleport to the positions of their last death. The number of allowed teleportations is limited and depends on the assigned permissions. Display a UI button for players after respawn that remains active for 120 seconds. The button allows players to quickly teleport to their last death position. The UI buttons** are removed during server initialization and plugin unload. The button disappears when used The number of daily teleportations is reset every new day. Commands: /teledeath - Teleports you to your last corpse. Permissions: deathteleport.default - Teleportations allowed by default (1 time/day). deathteleport.tierone - Allows up to 2 teleportations. deathteleport.tiertwo - Allows up to 3 teleportations. deathteleport.tierthree - Tier Three: Allows up to 4 teleportations. deathteleport.vip - Unlimited teleportations. Config: { "DefaultTeleports": 1, "TierOneTeleports": 2, "TierTwoTeleports": 3, "TierThreeTeleports": 4, "ShowUI": true } load, run, enjoy$5.99 -
- 31 comments
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- #pterodactyl
- #pterodactyl panel
- (and 7 more)
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can you please add the new industrial.torch
RustFlash replied to DrayTemplar's Support Report in Support
Changed Status from Pending to Work in Progress Changed Fixed In to Next Version -
can you please add the new industrial.torch
RustFlash replied to DrayTemplar's Support Report in Support
Actually, I've already done this, as you can see, I've uploaded a lot of ForceWipe updates, and there are a few more to come, including TheTorchHolder. Give me a little breathing room, I just became a dad, so my time at the computer is limited. -
Changed Status from Pending to Closed Changed Fixed In to Next Version
- 1 reply
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- 4 comments
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Changed Status from Work in Progress to Closed Changed Fixed In to 2.10.0
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Changed Status from Pending to Work in Progress
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Changed Status from Work in Progress to Closed Changed Fixed In to 2.8.2
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Changed Status from Pending to Work in Progress
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That should be perfect now; I'll see how I can make the plugin more appealing for lootable
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If you have the option, I recommend creating a schedule directly in your dashboard—that way, you’ll also be able to start it on the fly. Currently, you can’t customize the brand, but I can add it to my to-do list and, if the community wants it, include it in future updates.
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If the fridge isn't locked, try picking the lock with the lockpick. Here's how it usually goes: Pick the safe door, go to the fridge—it has a safe skin, too—pick the fridge, and then the loot and the car will appear
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No, you can simply create a schedule or use plugins like EventManager or others that trigger commands at a specific time. From a system performance perspective, it’s better not to have a timer running constantly in the background and performing checks.
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Version 4.4.0
5 downloads
Description: The NightDomeEvent is a dynamic event system that transforms the Sphere Tank monument into an exciting PvP arena during nighttime. It spawns elite scientists equipped with various weapons, SAM sites to prevent aerial approaches, flares for illumination, and valuable loot crates including hackable crates. The event now offers three different difficulty modes that change the challenge level and rewards. Features: Three difficulty levels: Easy, Medium, and Hard Automated event that starts at configurable nighttime hours Multiple NPC scientists strategically positioned across three levels: Upper Ring (Dome Top) Middle Ring (2nd Floor) Lower Level (Ground & Silos) Defensive Systems: 3 SAM sites with infinite ammo to prevent helicopter camping Difficulty-based diesel barrel spawns (1 for Easy, 2 for Medium, 3 for Hard) Hostile Turret System (Hard mode only): Auto-turrets that target only players, not NPCs Non-lootable weapons and ammo from destroyed turrets Illumination System: Dynamic flare system across multiple levels Auto-refreshing flares that never burn out during the event Loot System: 3 Elite crates in strategic positions Hackable chinook crates at the top (1-3 based on difficulty) Configuration Options: Customizable event duration Configurable start time Test mode for admin setup Fully configurable NPC health, weapons, and abilities per difficulty Permission: Required for all admin commands nightdomeevent.admin Commands chat commands /flashnightdome.easy - Schedule the next event on Easy difficulty /flashnightdome.medium - Schedule the next event on Medium difficulty /flashnightdome.hard - Schedule the next event on Hard difficulty /stopnightdome - Stop the current event console commands flashnightdome.easy - Schedule the next event on Easy difficulty flashnightdome.medium - Schedule the next event on Medium difficulty flashnightdome.hard - Schedule the next event on Hard difficulty stopnightdome - Stop the current event Config { "EventDurationMinutes": 60, // Duration of each event in minutes "EventStartHour": 20, // Hour of day when event starts (24h format) "DefaultLanguage": "en", // Default language for the plugin "Easy": { "NpcHealth": 250, "NpcWeapons": ["rifle.lr300", "rifle.ak", "pistol.m92"], "NpcVisionRange": 50.0, "NpcAggressionRange": 50.0, "ChinookCrateCount": 1, "NpcCount": 11 }, "Medium": { "NpcHealth": 575, "NpcWeapons": ["rifle.lr300", "rifle.ak"], "NpcVisionRange": 75.0, "NpcAggressionRange": 75.0, "ChinookCrateCount": 2, "NpcCount": 13 }, "Hard": { "NpcHealth": 900, "NpcWeapons": ["rifle.lr300", "rifle.ak"], "NpcVisionRange": 100.0, "NpcAggressionRange": 100.0, "ChinookCrateCount": 3, "NpcCount": 16 } } Dependencies MonumentFinder - https://umod.org/plugins/monument-finder MarkerManager - https://umod.org/plugins/marker-manager NpcSpawn - https://codefling.com/extensions/npc-spawn Multilingual Support: The plugin supports multiple languages. Language files are located in the lang folder and can be edited or expanded as needed. Currently supported languages: default: EN DE | FR | ES | IT | TR | RU | UK Please note that the language files were translated using the DeepL Language Tool Difficulty Information: Easy Mode 1 Hackable chinook crate 11 NPCs with 250 health 1 Diesel barrel per SAM site No auto-turrets Medium Mode 2 Hackable chinook crates 13 NPCs with 575 health 2 Diesel barrels per SAM site No auto-turrets Hard Mode 3 Hackable chinook crates 16 NPCs with 900 health 3 Diesel barrels per SAM site 3 Auto-turrets that only target players load, run, enjoy$39.99 -
- 2 comments
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- #blackmarket
- #market
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Version 1.0.0
6 downloads
Description Every server has them: players who sit in base all day. They do not want to roam, take risks, or “run into an event, kill everything, loot, repeat”. HostageTaking was built exactly for those players. Instead of a pure gunfight event, this is a brain-driven rescue scenario: a hostage is held with a ticking C4 device players must search the area to uncover the 4-digit defusal code only then can they attempt the defusal via an in-game UI keypad This reliably pulls passive/base players out and gives them a meaningful server event without forcing a full PvE slaughter-fest. Core Gameplay Loop Admin starts the event (chat or console command). A countdown begins (broadcast announcements at milestones). The hostage spawns at a monument location and is equipped like a prisoner, with C4 on the belt + beeping effect. Around the monument, the plugin selects 4 random code spots (from a predefined list). Players must roam and get close to code spots to discover digits (each digit reveals part of the code). Once players believe they have enough info, they interact with the hostage and open the Defusal UI (keypad). Limited attempts: wrong tries reduce attempts careless interaction (closing UI mid-attempt) can also reduce attempts Outcome: Success: bomb defused, hostage rescued, reward crate spawns Failure: hostage dies / attempts run out → C4 explodes and the event ends Features Dynamic hostage rescue event with “C4 defusal” mechanics 4-digit code generated per event Code digits are discoverable via proximity-based “code spot” locations In-game UI warning dialog (encourages searching first) keypad defusal UI attempt counter and correct-digit feedback Max duration auto-stop (prevents never-ending events) Optional cooldown between events Admin visibility option (show the secret code to admins with permission) Debug mode can spawn flares at code spots (for testing) EN + DE messages included Dependency / Requirements This plugin requires the MonumentFinder plugin to locate the configured monument. If MonumentFinder is not loaded, HostageTaking will not run. Commands Chat Commands (admin permission required) /flashhostagetaking — Start the event /stophostagetaking — Stop the event /statushostagetaking — Show current event status + code (admin-only) Console Commands (admin permission required) flashhostagetaking — Start the event stophostagetaking — Stop the event statushostagetaking — Status output Permissions hostagetaking.admin — Required to start/stop/status the event and (optionally) view the generated code. Configuration All config values are validated and clamped to safe ranges on load. Default config options: Event Start Time (seconds): 300 Max Event Duration (minutes): 60 Event Cooldown (minutes): 0 (no cooldown) Max Code Attempts: 3 Show Code To Admins: true (shows “Event code: ####” to admins) Debug Mode (Show Flares At Code Spots): false Notes (important) Code spot offsets are hardcoded (not configurable via config). Rewards On successful defusal, a reward crate is spawned: Hackable Locked Crate (Chinook crate prefab) Practical Server Use (Why this exists) This event is designed to: create roaming incentives without pure PvE “wipe NPC camp” gameplay give “base players” a strong reason to leave safety encourage communication and exploration create PvP tension organically (players moving between code spots and the hostage) In short: less “aim and loot”, more “think, search, risk, and decide”. load, run, enjoy$29.99 -
Version 2.2.0
24 downloads
Description FileWatcher monitors your server’s config and lang JSON files and automatically reloads the affected plugin when changes are detected. This is aimed at faster iteration while developing or tuning plugins — edit JSON, save, and the plugin reloads itself. Features Config + Lang monitoring - Watches */config/*.json - Watches */lang/**.json (including subfolders) Safe reload behavior - Debounce (1s): prevents multiple reloads while a file is still being written - Reload cooldown (20s): prevents reload loops and spam - Ignore list: exclude specific plugins from being reloaded - Always ignores FileWatcher itself Stability - If the watcher throws errors, it auto-restarts itself after 5 seconds Debug mode - Optional debug output for watcher init, file changes, cooldown/debounce decisions, etc. Commands /fwstatus Shows watcher status (Config/Lang on/off) and ignored count. Admin only. Permissions No Oxide permission is used. Access is gated by player.IsAdmin. Config { "Watch config folder": true, "Watch lang folder": true, "Ignored plugins": [ "PermissionManager" // This is an example. ], "Debug mode": false } load, run, enjoy$3.55 -
Version 1.2.0
7 downloads
Description FarmRoute is a zone-based farming system for Rust that spawns configurable farmable prefabs inside a defined farming area and guides players through a simple loop: Farm (pick up spawned prefab) → (optional) Convert → Buy Each route is fully configurable and stored as its own JSON file in the Oxide data folder. Features: Route-based zones (Farm / Buyer / optional Converter): Create a route by placing zones in-game. A route becomes active as soon as at least FarmingZone + BuyerZone are set. Prefab spawning inside the farming zone: Spawns `SpawnMax` prefabs using `SpawnPrefab` and keeps the amount stable by respawning when a spawned entity is removed/killed. Controlled farming interaction (blocks default pickup): Spawned route entities can’t be picked up normally; instead an interaction is started (permission + “busy” checks included). Automatic menu UI inside Converter/Buyer zones: If a player stands inside Converter or Buyer zone, a small UI opens with a START (1x) button and auto-closes when leaving the zone. Per-route permissions: Every route registers its own permissions (farm / convert / buy) for clean access control. Optional per-skin stack caps: The plugin can enforce stack limits per item+skin (and split overflow into multiple stacks). Commands: Admin command: /farmroute /farmroute setfarm <name> <radius> /farmroute setbuyer <name> <radius> /farmroute setconvert <name> <radius> (optional) /farmroute removefarm <name> /farmroute removebuyer <name> /farmroute removeconvert <name> /farmroute list /farmroute show <n> /farmroute interact <name> <convert|buy> (manual start for testing) Permissions: farmroute.admin – Admin commands. farmroute.use – Basic usage permission. Per-route permissions (auto-registered per route name): farmroute.route.<routeName> farmroute.converter.<routeName> farmroute.buyer.<routeName> Config: FarmRoute has a small config focused on UI + spawn/interaction tuning. UI Background Color (HEX) UI Text Color (HEX) UI Accent Color (HEX) UI Progress Bar Color (HEX) UI Error Color (HEX) Allow Global Stack Size Override Interaction Cancel Distance Minimum Spawn Distance Between Prefabs Maximum Spawn Attempts Per Prefab Data / Persistence Routes are stored per folder under: oxide/data/FarmRoute/<routeName>/<routeName>route.json Quick setup (minimal) Stand where you want the farming zone center and run: /farmroute setfarm myroute 30 Stand where you want the buyer zone center and run: /farmroute setbuyer myroute 10 Optional converter zone: /farmroute setconvert myroute 10 As soon as farming + buyer are set, the route becomes active and starts spawning prefabs. load, run, enjoy$25.99