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Please also download Custom Item Definitions version 2.5.0; I just released the update.
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.1
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Hello, thank you for letting us know; this has been fixed in update 1.0.1.
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Version 1.0.3
28 downloads
Add a working Anvil and a Metal Hammer to your server and let players reforge their gear. Drop an item onto the anvil, strike it with the hammer, and it transforms into an upgraded or reskinned version — with resource costs and chance-based outcomes you fully control. Key Features Adds a custom Anvil deployable and a Metal Hammer tool as real in-game items Reforge system — place an item in the anvil and strike it with the hammer to convert it Chance-based results: one input can roll into several possible outputs (the default recipe turns an AK into ice, jungle, medical, diver, or a skinned variant) Fully configurable recipes — define the input item (shortname, skin, name, amount), its resource cost, the number of hammer strokes required, and the weighted result table Optional Metal Hammer durability, measured in strikes, with a found-condition range and repair support (can be turned off entirely) Tunable anvil entity: health, per-damage-type protection, optional invulnerability, and a lootable toggle Anvil decay with delay, duration, indoor decay, heal rate, and tick controls Anvil repair and pickup rules — require the hammer, require building privilege, and carry condition over on pickup Per-item world-model transform overrides so each item sits correctly on the anvil In-world UI that shows the resources needed for the current upgrade Localized into 31 languages out of the box Permissions & Commands None — AnvilUpgrade has no permissions or chat/console commands. Everything happens in the world: whoever holds the Anvil and Metal Hammer items can use them. Control access by choosing who receives those items. Configuration A full config is generated on first load at oxide/config/AnvilUpgrade.json. Excerpt of the key sections (the per-damage-type protection table is generated automatically with sensible defaults): { "Config Version": 1, "Metal Hammer Item": { "Enable Condition": true, "Max Condition (durability / strikes)": 500.0, "Found Condition Fraction Min (0-1)": 0.1, "Found Condition Fraction Max (0-1)": 0.4, "Repairable": true, "Maintain Max Condition": true }, "Anvil Entity": { "Health": 1000.0, "Lootable": true, "Invulnerable": false, "Base Protection (per damage type, 0-1)": { "Generic": 0.98, "Bullet": 0.9999, "Explosion": 0.4998, "...": "remaining damage types generated automatically" }, "Decay": { "Enabled": true, "Decay Delay (hours)": 8.0, "Decay Duration (hours)": 8.0, "Decay Indoors": false, "Override Heal Rate": false, "Heal Rate": 1.0, "Decay Tick Override (seconds, 0 = default)": 0.0 }, "Repair": { "Enabled": true, "Resources": [ { "Short Name": "metal.refined", "Skin ID": 0, "Amount": 25 } ] } }, "Anvil Pickup": { "Enabled": true, "Require Hammer": true, "Require Building Privilege": true, "Item Count": 1, "Set Condition From Health": true, "Subtract Condition (0-1)": 0.25 }, "Configs": [ { "Requirements": { "Short Name": "rifle.ak", "Skin ID": 0, "Text": null, "Amount": 1, "Number of strokes (Min 1)": 10, "Resources": [ { "Short Name": "metal.refined", "Skin ID": 0, "Amount": 30 } ] }, "Collect resources on success only": false, "Result Items": [ { "Short Name": "rifle.ak.ice", "Skin ID": 0, "Chance (0-100)": 20.0 }, { "Short Name": "rifle.ak.jungle", "Skin ID": 0, "Chance (0-100)": 20.0 }, { "Short Name": "rifle.ak.med", "Skin ID": 0, "Chance (0-100)": 20.0 }, { "Short Name": "rifle.ak.diver", "Skin ID": 0, "Chance (0-100)": 20.0 }, { "Short Name": "rifle.ak", "Skin ID": 2436647042, "Chance (0-100)": 20.0 } ] } ], "World Item Transform Override": {} } Each result item also supports amount ranges and a condition range; add as many recipes to "Configs" as you like. Localization Ships with 31 languages, including English, Russian, German, French, Spanish, Portuguese, Italian, Polish, Turkish, Ukrainian, Chinese (Simplified & Traditional), Japanese, Korean, and more. Every message is editable under oxide/lang. Dependencies CustomItemDefinitions (required) — library that provides the custom Anvil and Metal Hammer items ServerPrefabs (required) — library that provides the custom anvil entity and hammer prefab Installation Install the required libraries CustomItemDefinitions and ServerPrefabs. Drop AnvilUpgrade.cs into your oxide/plugins/ folder. Edit the generated config to define your recipes, then reload the plugin. Distribute the custom items to players — the Anvil (anvil) and Metal Hammer (hammer.metal) — through your kits, shop, or give system. Credits Prefab created by m1t1ngg. Support Questions, ideas, or issues? Leave a comment or send me a DM here on Codefling.$15.00 -
Changed Status from Pending to Fixed Changed Fixed In to 1.1.13
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Hello, thanks for letting me know, I fixed it in version 1.4.9
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Changed Status from Pending to Closed Changed Fixed In to 1.4.9
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Changed Status from Pending to Not a Bug
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Changed Status from Work in Progress to Fixed Changed Fixed In to 1.1.12
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Changed Status from Pending to Work in Progress
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The developer created a high-quality prefab for my plugin, stayed in constant contact, and finished the work fairly quickly. A big plus is that he speaks Russian. I highly recommend him.
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Hello, in accordance with the return policy, we cannot issue a refund once you have downloaded the file, as digital products can be copied and used without the original being returned.
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Version 1.1.0
185 downloads
Need a robust foundation for creating custom Rust entities and prefabs from your own plugins? ServerPrefabs is a powerful library plugin for Oxide/uMod and Carbon that lets plugin developers register custom server-side prefabs and entities, with support for custom networking, persistent save/load, built-in inventories, and runtime scaling. What Is ServerPrefabs? ServerPrefabs is not a standalone gameplay plugin — it’s a developer library. It does nothing on its own. Instead, other plugins use its API to define, register, and manage their own custom prefabs and entities on the server. If you’re building advanced Rust systems with custom deployables, persistent world objects, or specialized networked entities, ServerPrefabs provides the core framework you need. Core Features Custom Server-Side Prefab Registration: Create and register fully custom prefabs directly from your plugin. Once registered, they become usable and spawnable by the game. Custom Entity Component Support: Attach your own BaseEntity-derived component to a prefab and define custom entity logic exactly how your plugin needs it. Persistent Save / Load System: Custom entity save data is written to: oxide/data/ServerPrefabs/<prefab>.sav Custom Network Serialization: Provide your own network save behavior so clients receive the exact entity state they need. Arbitrary Per-Entity Data Storage: Implement stream-based save/load methods for custom entity state and plugin-specific data. Built-In Inventory Component: Use EntityInventory for a built-in, network-replicated item container with configurable capacity and optional handler callbacks. Runtime Scaling Support: Use Scaler to persist and replicate transform scale for custom entities. Lightweight Stub Entities: Use StubEntity for lightweight, non-saving entities with RPC and save event hooks, plus a helper factory for cloning visuals and bounds from a base prefab. Per-Entity Behavior Flags: Opt into special behaviors such as disabling disk saving or excluding entities from spawn command lists via CustomFlags. Public API The main entry point is: ServerPrefabs.For(plugin) This returns a per-plugin context you can use to create and register prefabs. Example usage: var prefab = ServerPrefabs.For(this) .CreatePrefab("my_thing") .AddEntityComponent<MyEntity>(clientPrefabId) .Register(); This workflow allows a consumer plugin to: Create a custom prefab Attach a custom BaseEntity component Register it with the game Make it available for spawning and runtime use Bundles Use CreateBundle() to group multiple prefabs so they are registered and loaded together as one save batch. This is ideal when one custom entity references, depends on, or is parented to an entity from another prefab. Registers all prefabs first Preloads all save files in one batch Spawns all bundled entities in a single pass You can also add an existing prefab with bundle.Add(prefab). If one prefab fails to register or load, the rest of the bundle will still continue. var bundle = ServerPrefabs.For(this).CreateBundle(); bundle.CreatePrefab("station").AddEntityComponent<StationEntity>(stationClientId); bundle.CreatePrefab("module").AddEntityComponent<ModuleEntity>(moduleClientId); bundle.Register(); Extension Interfaces ICustomPrefab Calls OnCustomPrefabRegistered() once the prefab is registered. ICustomEntity Calls OnCustomEntityRegistered() when the custom entity is registered. ICustomEntity.SaveForNetwork Lets you customize the network proto sent to clients. ICustomEntity.SaveData Adds Save(Stream) and Load(Stream) support for arbitrary per-entity data. Entity Flags Optional behaviors are controlled through the EntityFlags CustomFlags property on ICustomEntity. By default, the value is EntityFlags.None, so you only override it when special behavior is needed. The property is named CustomFlags specifically to avoid colliding with BaseEntity.Flags. Example: class MyEntity : BaseEntity, ServerPrefabs.ICustomEntity { public void OnCustomEntityRegistered() { } public ServerPrefabs.EntityFlags CustomFlags => ServerPrefabs.EntityFlags.DisableSaving | ServerPrefabs.EntityFlags.NoSpawnCommand; } Available flags: EntityFlags.None No special behavior. EntityFlags.DisableSaving Excludes the entity from disk saving by setting enableSaving = false. EntityFlags.NoSpawnCommand Prevents the entity from being added to the spawnable-entity command list. Included Components EntityInventory A built-in, network-replicated item container. Set Capacity and optionally assign an EntityInventory.IHandler with callbacks such as: OnCreated OnInventoryDirty OnItemAddedOrRemoved ItemFilter Scaler Persists and replicates entity transform scale. StubEntity A lightweight, non-saving entity with onRpcMessage and onSave events, plus a StubEntity.Create<T>(...) factory for cloning visuals and bounds from a base prefab. Installation Drop ServerPrefabs.cs into: oxide/plugins/ or carbon/plugins/ The server will compile and load it automatically. On first load, a config file is generated. Dependent plugins can reference it via: [PluginReference] Plugin ServerPrefabs; or the static API Configuration Configuration file: oxide/config/ServerPrefabs.json Allow outdated saves Default: false Allows loading .sav files written by a different Rust save protocol version. Enable debug logging Default: false Enables verbose [ServerPrefabs] [DEBUG] log output for troubleshooting. Safe Config Recovery: If the config becomes invalid or unreadable, it is automatically backed up as ServerPrefabs.json.bak. A new default config is then generated, so a broken manual edit won’t silently destroy your settings. Compatibility Notes ServerPrefabs uses Harmony IL transpilers against Rust internals, specifically: SaveRestore.Load SaveRestore.WriteEntities Because these patches rely on specific internal instruction patterns, a Rust update can break compatibility. After a force wipe or game update, check the server console during load for errors like: Phase 1 failed! Phase 2 failed! Phase 3 failed! or other patch-related errors If those appear, the plugin likely needs to be updated to match the current Rust version. Why Use ServerPrefabs? Create advanced custom entities directly from your plugin Add server-side prefabs with persistent save/load support Customize network behavior for non-standard entities Use built-in inventory and scaling systems instead of building your own Control save and spawn-list behavior with simple entity flags Perfect for framework plugins, deployables, machines, automation systems, and persistent world objects ServerPrefabs is a core utility library for Rust plugin developers who want deeper control over custom entities and prefab-based systems. One library. Custom prefabs. Persistent entities. A powerful base for advanced Rust modding.Free -
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Hello, this plugin does not include a progression system on its own. It allows you to create custom weapons—for example, 20 weapons of different levels. Once you’ve created the weapons you need, you’ll need to use a plugin that replaces one item with another, such as Crafting or any other method you prefer to implement progression on your server. The progression method is up to you. By the way, I’ll be releasing a similar plugin soon, so stay tuned.
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Which version are you using? I definitely fixed the scrolling issue, and I just checked it—the scrolling is still working. Could you send me a video showing the error?
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Changed Status from Pending to Closed
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Please tell me the short name of the item
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Changed Status from Pending to Fixed Changed Fixed In to 1.4.7
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Changed Status from Pending to Not a Bug