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Everything posted by MrLiquid
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DO NOT MISS THIS!! THE OPPORTUNITY TO SHINE. This Modular Road Tunnel Prefab Pack is an absolute must-have for Rust map creators looking to elevate immersion, creativity, and gameplay depth. It delivers. LuffyRust Gaming Network’s success with this pack proves just how impactful it can be. If you want to enhance your map’s environment and stand out from standard layouts, this asset is a top-tier investment. From a design standpoint, this pack delivers exceptional flexibility and realism. The modular system allows server owners and map developers to create immersive underground road networks with ease — whether for exploration, loot routes, puzzle experiences, or player build zones. No tedious alignment, no trial and error — just smooth, professional results every time.
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LuffyRust Gaming Servers recently showcased this incredible piece of custom map design, and the results were nothing short of outstanding. Player enjoyment, engagement, and overall server activity saw a noticeable boost — proving just how powerful well-designed custom content can be. Node-Loot Island V2 feels truly next-level. This never-before-seen prefab blends intense gameplay with stunning handcrafted terrain, creating an environment that is both visually impressive and strategically challenging. Every corner of the island feels purposeful, from the natural cover of rolling hills and rock formations to the tight, action-packed combat zones that keep players constantly on edge. The addition of the Bradley APC patrolling the central city area takes the challenge to another level, turning high-tier loot runs into thrilling team-based encounters that reward coordination and smart play. Despite its condensed size, the island is packed with content — rich resource nodes, high-risk PvP zones, and optimized performance that runs smoothly even on high-population servers. Thank you again @Silent Creations
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LuffyRust Gaming Servers recently ran @Silent Creations SuperMarket V2 with incredible success, and the results spoke for themselves — high player engagement, nonstop action, and a massive boost in overall map appeal. This is one of those rare custom prefabs that not only looks amazing but actually plays even better. Built to feel completely native to Rust, Silents SuperMarket blends seamlessly into the environment while delivering intense PvP encounters, smart progression balance, and smooth performance. The design is something we genuinely haven’t seen before — creative, immersive, and incredibly well optimized. If your server runs Zombies or high-activity events, this monument is an absolute perfect complement. It naturally draws players in and creates organic combat zones without forcing encounters.
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YOU DO NOT WANNA MISS OUT ON THIS!! The Rollercoaster Monument has been an absolute success on the LuffyRust gaming servers, delivering incredible player enjoyment, engagement, and nonstop activity. It instantly became a hotspot on the map — boosting exploration, social interaction, and overall excitement in ways we honestly haven’t seen before. This is not just another prefab dropped onto the map. It’s a fully functional, never-seen-before custom monument that actually works — including a real working rollercoaster ride, which completely blew our players away. From the moment it launched, the monument was packed with players lining up to ride, explore, loot, and tackle the puzzle room. It added a fresh experience while still fitting perfectly into the core gameplay of Rust. This monument is a massive win. It brings something completely new to Rust servers while still respecting progression, balance, and performance. The working rollercoaster alone makes it unforgettable — but when paired with loot paths, puzzles, and smooth automation, it becomes one of the best custom monuments we’ve ever run. Player involvement skyrocketed. Map appeal skyrocketed. Fun factor skyrocketed. If you’re serious about setting your server apart and giving your community something they’ll talk about nonstop — this Rollercoaster Monument is an absolute must-have.
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The @Silent Creations Custom Bridge Collection has been an exceptional enhancement to our LuffyRust gaming servers. The bridges were easy to integrate, visually impressive, and instantly boosted the overall appeal of our maps. Player engagement increased noticeably, with the bridges quickly becoming recognizable landmarks and natural gathering points across the server. Each design strikes the perfect balance between aesthetic detail and performance efficiency — adding atmosphere without impacting gameplay or server stability. The craftsmanship is clearly professional, and the simplicity of placement made implementation smooth and hassle-free. Overall, this collection delivered exactly what it promised: improved map immersion, stronger player involvement, and a more polished server experience. An excellent investment for any Rust server looking to elevate its world design and player enjoyment.
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The LuffyRust Gaming Servers implemented this island pack with outstanding success, delivering a smooth, high-engagement experience for players across the network. The additional build space created a perfect environment for high-action raidable base events while maintaining excellent server performance. The low entity count ensured zero lag impact, even during peak activity, and the flat, uncluttered layout made construction fast, intuitive, and enjoyable for players of all skill levels. Integration into the existing map was seamless, providing instant expansion without disruption. Overall, this pack proved to be a simple yet powerful enhancement — boosting player involvement, improving event flow, and creating more opportunities for exciting raids and creative builds. A highly recommended addition for any Rust server looking to expand action while keeping performance optimized.
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- #raid
- #raid islands
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(and 9 more)
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LuffyRust Gaming Servers recently implemented the Node-loot Island prefab with tremendous success, and the results exceeded expectations in both player engagement and overall server performance. This custom-designed island — delivers a perfect balance between progression-focused PvE content and high-intensity PvP action. On our PvE servers, it quickly became a go-to roleplay and farming hub, offering consistent access to valuable resources and rewarding gameplay loops. Meanwhile, on PvP servers, it naturally evolved into a highly contested combat zone, creating exciting, organic battles over loot and territory. Even more impressive is the performance optimization — Overall, this prefab has been an exceptional addition to the LuffyRust network. It enhanced player enjoyment, encouraged interaction, and created memorable gameplay moments across both PvE and PvP environments. We highly recommend it to any Rust server owner looking to elevate their server experience with high-quality, well-optimized custom content.
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The Halloween Raid Islands was an absolute hit across the LuffyRust Gaming Servers, delivering both excellent performance and high player enjoyment. This uniquely designed Halloween-themed island created the perfect atmosphere for Raid Bases to spawn, adding immersive seasonal excitement without cluttering gameplay with unnecessary loot spawns. The focus on environment and flow made raids feel more intense, fun, and rewarding. The inclusion of a recycler inside one of the container buildings was a thoughtful touch, giving players convenient access to process components during events — a feature our community greatly appreciated. Huge thanks to @Silent Creationsand his team.
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- #halloween
- #prefab
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(and 6 more)
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cheers mate, ive had no radtown event since forced wipe and my players love this event.
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so thats a no, thank you
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This plugin update is a perfect example of an inconvenient, unnecessary, and poorly executed change being forced onto server owners who never asked for it. If you’re going to implement something this disruptive, you should have all your ducks aligned to ensure a smooth transition. Instead, what we got feels rushed, under-tested, and completely disconnected from real-world server management. The fallout speaks for itself — broken setups, unexpected behavior, and admins wasting hours fixing problems introduced by a plugin they didn’t need in the first place. The fact that this system is NOT OPTIONAL is the biggest red flag. Many of us had our servers exactly how we wanted them — stable, tuned, and community-approved. Now we’re expected to change our entire plugin structure just to suit one plugin’s design philosophy. That’s not flexibility, that’s coercion. Requiring additional dependencies just to maintain functionality is not only unnecessary, it’s frustrating. I feel like I’ve lost control over my own server configuration, because I’m now being forced to run another plugin I neither wanted nor needed. I was happy with how things worked before, and this change has done nothing but make my setup worse. And to top it off — the UI is ugly. It’s intrusive, poorly designed, and adds zero value compared to the time it takes to adapt to it. I shouldn’t have to tolerate a clunky interface just because a plugin author decided this was the “new way.” Most importantly, this update has been a waste of my time. Time that could have been spent improving gameplay, running events, or supporting my community is now burned reworking configs and undoing damage caused by an unnecessary change. If this is how plugin development is going to be handled moving forward — forced dependencies, non-optional systems, ugly UI, and breaking changes — then I want no part of it. As a result, I can no longer use the plugins I paid for.. @Adem not happy buddy. A damn shame, because this could have been optional, clean, and well thought out. Instead, it’s become a frustrating mess that punishes server owners for valuing stability and control. I truly hope you rethink your position on this.
- 78 comments
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- 6
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- #loot
- #lootmanager
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(and 2 more)
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Failed to call hook 'OnEntityDeath' on plugin 'HeavyOilRigEvent v1.1.5' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.HeavyOilRigEvent.OnEntityDeath (BaseCombatEntity entity, HitInfo info) [0x00016] in <5d3a2a76a0744a7796dbebea6d413293>:0 at Oxide.Plugins.HeavyOilRigEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00618] in <5d3a2a76a0744a7796dbebea6d413293>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 Server log error below Failed to call hook 'OnEntityDeath' on plugin 'HeavyOilRigEvent v1.1.5' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.HeavyOilRigEvent.OnEntityDeath (BaseCombatEntity entity, HitInfo info) [0x00016] in <5d3a2a76a0744a7796dbebea6d413293>:0 at Oxide.Plugins.HeavyOilRigEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00618] in <5d3a2a76a0744a7796dbebea6d413293>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
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NullReferenceException: Object reference not set to an instance of an object at BaseEntity.GetRpcTargetNetworkGroup (RpcTarget& target) [0x00008] in <4c4e9fcbc9e841b78b6f32ecf48e112f>:0 at BaseEntity.ClientRPC (RpcTarget target) [0x00016] in <4c4e9fcbc9e841b78b6f32ecf48e112f>:0 at BaseCombatEntity.SetJustAttacked () [0x00016] in <4c4e9fcbc9e841b78b6f32ecf48e112f>:0 at TimedExplosive.DoStick (UnityEngine.Vector3 position, UnityEngine.Vector3 normal, BaseEntity ent, UnityEngine.Collider collider) [0x000ab] in <4c4e9fcbc9e841b78b6f32ecf48e112f>:0 at Oxide.Plugins.RadtownEvent+AttackDrone.SetupC4 () [0x000b9] in <d84415e81cd2469bbfbec5635c57a8a4>:0 at Oxide.Plugins.RadtownEvent+AttackDrone.ServerInit () [0x0008d] in <d84415e81cd2469bbfbec5635c57a8a4>:0 at BaseNetworkable.Spawn () [0x0004f] in <4c4e9fcbc9e841b78b6f32ecf48e112f>:0 at BaseEntity.Spawn () [0x00000] in <4c4e9fcbc9e841b78b6f32ecf48e112f>:0 at Drone.Spawn () [0x00000] in <4c4e9fcbc9e841b78b6f32ecf48e112f>:0 at Oxide.Plugins.RadtownEvent+EventZone.SpawnDrone (Oxide.Plugins.RadtownEvent+IDroneConfig config) [0x0008f] in <d84415e81cd2469bbfbec5635c57a8a4>:0 at Oxide.Plugins.RadtownEvent+EventZone+<MainCoro>d__34.MoveNext () [0x00085] in <d84415e81cd2469bbfbec5635c57a8a4>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <90c589ebc24b486c9e5903521dacec9d>:0
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What would be the suggested settings for instant recycling on either recycler?
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I would love to see a blacklist to prevent certain items from being recycled, Filtered by ItemID and/or SkinID Any thoughts?
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do you mind if I commission a dev to update your code to include my feature?
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RepairAll - Failed to compile: 'Effect' does not contain a definition for 'reusableInstace' | Line: 1622, Pos: 44
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[DefendableBases] Loading files on the /oxide/data/DefendableBases/CustomMap/ path has started... Failed to call hook 'OnServerInitialized' on plugin 'DefendableBases v1.3.0' (DirectoryNotFoundException: Could not find a part of the path 'oxide/data/DefendableBases/CustomMap'.) at System.IO.Enumeration.FileSystemEnumerator`1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound) [0x00032] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Enumeration.FileSystemEnumerator`1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) [0x00048] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Enumeration.FileSystemEnumerable`1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable`1[TResult] enumerable) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Enumeration.FileSystemEnumerable`1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable`1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) [0x00042] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles (System.String directory, System.String expression, System.IO.EnumerationOptions options) [0x00014] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Directory.InternalEnumeratePaths (System.String path, System.String searchPattern, System.IO.SearchTarget searchTarget, System.IO.EnumerationOptions options) [0x0003c] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.EnumerationOptions enumerationOptions) [0x00000] in <f98723dd4586469db5213ec59da723ca>:0 at System.IO.Directory.GetFiles (System.String path, System.String searchPattern) [0x00007] in <f98723dd4586469db5213ec59da723ca>:0 at Oxide.Core.DataFileSystem.GetFiles (System.String path, System.String searchPattern) [0x0000c] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Plugins.DefendableBases.LoadCustomMapLocations () [0x0001a] in <9dbafcfa1ff242ee8d964de1667a0f2f>:0 at Oxide.Plugins.DefendableBases.OnServerInitialized () [0x00097] in <9dbafcfa1ff242ee8d964de1667a0f2f>:0 at Oxide.Plugins.DefendableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00a9a] in <9dbafcfa1ff242ee8d964de1667a0f2f>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0
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I missed some too. -1039234836, 1 (paintabletarget.reactive)
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add cannonball { -411735114, 6 },
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the console command find conflicts with the FP find command, use the find command to find all commands/convars with that specific text in their name eg: find xmas
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Found the ART item id's { -1866909924, 1 }, { -1779203452, 1 }, { -946599114, 1 }, { -946599113, 1 }, { -946599131, 1 }, { 1562867678, 1 }, { 1609921845, 1 }, { -816769770, 1 }, { 1801656689, 1 }, { 1447138977, 1 }, { -1430299277, 1 }, { -1322332389, 1 }, { -1244287686, 1 }, { -1211801774, 1 }, // End Art Stuffs I hope this helps
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I have the items numbers { -2068194497, 1 }, //Feb 2026 Update { -1559420426, 1}, { 1849409072, 1 }, { -1937799374, 1 }, { -418359052, 1 }, { 1933140008, 1 }, { 1993693904, 1 }, { 829641693, 1 }, { -34498533, 1 }, { -952411326, 1 }, { 405905095, 1 }, { -158718378, 1 }, { -2115299615, 1 }, { -1866909924, 1 }, { 385645417, 128 }, { -707792719, 1 }, { -1014934560, 1 }, { 255305250, 5 }, { -1063073030, 1 }, { -321247698, 1 }, { -24571537, 20 }, { -648077743, 1 }, { 162882477, 1 }, { -1467876094, 1 }, { 1248383659, 1 }, //Feb 2026 Update so far Only things I could not fin items numbers for are listed below easel sign.artistcanvas.l sign.artistcanvas.m sign.artistcanvas.s sign.artistcanvas.xl sign.artistcanvas.xs sign.artistcanvas.xxl lightup.xl lightup.xxl goldframe.xl goldframe.xxl scrapframe.xl scrapframe.xxl The working list of items I was given is below horse.armor.lny26 diving.tank.double - Maybe paintballoveralls.suit silly.horse.mask hazmatsuit_scientist_naval hat.horsemask ptboat ?? boatbuildingstation anchor cannon plank sail small_ramp smallengine steeringwheel.boat easel sign.artistcanvas.l sign.artistcanvas.m sign.artistcanvas.s sign.artistcanvas.xl sign.artistcanvas.xs sign.artistcanvas.xxl lightup.xl lightup.xxl goldframe.xl goldframe.xxl scrapframe.xl scrapframe.xxl ammo.paintball cannonball ladder.wooden.boat door.hinged.boat.wood window.paintable boat.planner coconut mrspice.can 50cal.mounted 50cal.mounted.left 50cal.mounted.right paintballgun
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I found it, delete the lang and reloaded. it was only missing a {0} thanks bud
