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Everything posted by Bad Cop
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Hey @ChardaZAR Not difficult at all. If you have all your custom SkinIDs to hand, maybe 1 minute to add each item. tl;dr for a basic item: open the item manager, input a shortname you would like that item to have input the parent item it will be based on (for non usable items, recommend shortname RHIB) Populate the SkinID, Displayname, Description If you use these items in any lootables (e.g. loot from events), you'd need to update it there to use the new simpler format (only shortname). Example from a loot table: Loot format before changing to your new custom items: "List of items": [ { "ShortName": "sticks", "Minimum": 1, "Maximum": 2, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 4535234653, "Name (empty - default)": "Screwdriver" }, { "ShortName": "sticks", "Minimum": 1, "Maximum": 2, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 453342345, "Name (empty - default)": "Screws" }, ] Loot format after changing to your new custom items: (now only need to put in the shortname which you've configured) "List of items": [ { "ShortName": "screwdriver", "Minimum": 1, "Maximum": 2, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, { "ShortName": "screws", "Minimum": 1, "Maximum": 2, "Chance [0.0-100.0]": 5.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, ]
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Version 1.0.2
40 downloads
Custom Item Manager is an in-game admin UI for creating true custom Rust items by registering brand-new ItemDefinitions, leveraging the CustomItemDefinitions* framework. Unlike traditional “skinned item” approaches, this plugin adds items directly into the game’s item manifest, allowing them to be spawned, stored, traded, and in many cases interacted with exactly like vanilla items. Because these items exist as real ItemDefinitions, they can have their own unique itemID, shortname, display names, meaningful descriptions, icons, categories, flags, and blueprint rules**. This solves one of the biggest limitations of skin-based custom items: skinned items can only reuse the original item’s shortname, description and behavior, while CustomItemManager allows you to define entirely new identity and metadata for each item. All item creation and editing is done through an in-game UI. Items can be created, edited, unregistered, and re-registered instantly without editing code or restarting the server. Created items are stored persistently and automatically re-registered on server start. A searchable list andone-click give buttons makes testing fast and convenient. In short, CustomItemManager provides a clean workflow for adding more vanilla-like custom items to Rust servers, not just reskinned vanilla items. Why use this instead of skinned existing items? Skinned vanilla items: Share the original item’s behavior Cannot change the description meaningfully Are limited to cosmetic differences Custom Item Manager items: Exist as unique ItemDefinitions Have their own display name and custom description, in place of the ownership label, as well as additional customizable labels. Can have different rules, eg can/can't be dropped, configurable category (e.g. for sorting). Integrate cleanly with most Rust plugins that give or require specific item shortnames. RECYCLABLE - setting the Craftable value to True, and setting Blueprint Ingredients, will allow the item to be recycled. CRAFTABLE- by giving players a blueprint for the custom item, it can be crafted using the industrial workbench If you want items to feel like true, purpose-built content instead of cosmetic overrides, this plugin is the better approach, and will save you a lot of time chasing down skinIDs when configuring other plugins. Data and Persistence All created items are stored in the plugin data file Items are automatically re-registered on server start and plugin reload It is safe to reload the plugin without losing definitions On unload, all existing items will appear as a fallback item, and be restored to their original condition upon plugin load. Permissions customitemmanager.admin - required to use the utility Commands /cim - opens the CIM UI Recommendations Ensure you have the latest version of Custom Item Definitions framework For non-usable items (eg custom craft components, quest items), use RHIB as the parent item. It has a blank description to avoid confusion. When using the items in other plugins, you do not need to specify the SkinID again, only the shortname (skinID should be 0) If the items are already in player containers, prefer editing and re-registering over deleting. Text of the first, Green label on the item is configured in the lang file for Custom Item Definitions. All Display Names and Descriptions will be available in the lang file for Custom Item Manager, allowing you to easily translate the items. Custom Labels Example: The green label text is configured in the Custom Item Definitions lang file. The text when hovering over it, is the item description configured via my plugin. The blue and orange labels, can also be created via my plugin, with or without additional text when hovering over it. SPECIAL ITEM=|QUEST ITEM= After = you would enter the text you wish to display when hovering over the additional label. It's up to you to experiment and adapt it for your own needs. * This plugin is a UI utility to easily create and manage custom items, based on the required dependency - Custom Item Definitions framework developed by 0xF ** The plugin allows specifying whether the item can have a blueprint as well as the required components to craft, which allows the custom item to be recycled. The blueprint itself can be given to players and learned, however it will not appear in the vanilla crafting menu. It can however be crafted with an industrial crafter,$6.99 -
command is scan then run the command removeleak
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try this tool by nivex tl;dr: Make a full backup just in case. run scan in console to get an idea of how many leaked items there are run removeleak to clear them Restart server ItemLeak.cs
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Still same (and increased container pickup distance to 5) Where is bro going ? It looks like he is trying to pickup dropped items , ignoring every container RUST 2026.01.10 - 12.52.09.04(1).mp4
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Thank you, will update today and test again
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Changed Fixed In to Next Version
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Hi walkingrey I've been trying this for some time, but i dont think /pnpc loot-all is working correctly The bot starts running to some boxes very far away (there are many boxes near), and even when he gets there, doesnt pick up. Can only loot crate with the point command Attached json. Using the spawned npc (not from item). Please tell me if wrong configuration PersonalNPC.json
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Yup,. thats would be the way will look into that, you dont really get a big angle to look up, and while using the boomboxes as part of plugins is not against TOS, some people seem to be spooked The TOS only covers the DLC items. The static boombox is not part of the DLC pack - it's the same boombox you drop onto monuments in RustEdit, also used in other plugins you definitely have
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Version 1.1.1
8 downloads
This plugin was made to allow players to have a boombox following them around, blasting tunes anytime, without having to physically hold it all the time. Whether you're farming ores, trees, bots or other players, take the music with you anywhere. Features: Tested on both Oxide and Carbon frameworks. A small boombox will appear to the right of the player. Players can interact with it by turning their head towards it. BoomBox is attached to the player's body, following them wherever they go Simple to use toggle command to spawn/despawn the boombox Collisions with other objects are disabled, boombox will phase through walls, rocks etc, helping prevent getting stuck. Permissions: ezboombox.use - required to use the chat command Commands: /boombox - spawns/despawns the boombox$2.00 -
Way to call the local ogg files instead of calling out to dropbox every second?
Bad Cop replied to Rust Admin's Support Request in Support
Hey @Rust Admin There are already checks to ensure the file exists, with the download only proceeding if file is missing. The enqueue message comes from the dependency plugin. Tbh there should be a debug message switch, i'll check with the orignal dev if he's happy for me to add that in to hide the extra console messages. -
Cool addition to any server Can easily customize drop rates and chance for both cracked open and traded geodes. In my scenario, i made the reward for cracking open very rare and not fantastic, then boosted rewards for traded geodes to entice players to find and keep them. We'll see how it goes, there's always room for me to make changes, and can even add additional types of geodes. Good work from wrecks as always
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Good plugin to get some early game action in the gas station in PVE servers. Works very well and offers some customization for the loot/npcs/messages, but it is a little old/repetitive now and i feel like you can do much better in 2026. The plugin could do with a "reforged" style update. It's just getting a little old and boring these days. The scenario doesnt really make any sense. There is no benefit to killing just one gang. Why kill only 4 bots and get half the loot when you can kill all of them and take all the loot? Some example suggestions: - Ability to customize the vehicles used. For example with karuza's custom vehicles. - Extra storyline when killing only 1 gang - for example you get in a car with them and they drive you to their hideout. You find it is under revenge attack, take part in defending the hideout for extra reward. Maybe they need help solving an electrical puzzle to improve their defenses (plus unlock another loot room for you)? - Perhaps killing both gangs makes them create an alliance, and send a large reinforcment force of both gangs? Anything to stop the endless kill bots/get loot cycle that is very common in event plugins.
- 86 comments
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- #gas station
- #crates
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Version 1.1.0
27 downloads
Custom Vehicle Admin Tools CustomVehicleAdminTools is a collection of admin utilities designed specifically for Karuza Custom Vehicles in Rust. It gives server admins additonal features such as visibility of player owned vehicled, access and recovery tools for custom vehicles. Built for real moderation needs: ownership checks, vehicle relocation and recovery, repairs and drowned vehicle detection. CustomVehicleAdminTools is built with safety and compatibility in mind: it only targets Karuza Custom Vehicles, never interfering with vanilla Rust vehicles, and all admin actions are non-destructive to prevent accidental damage or permanent changes. Every feature is fully permission-based, allowing precise control over who can use each tool, and all visual debugging elements automatically expire after a short duration to avoid client clutter or long-term visual noise. Features: Vehicle Ownership & Inspection Lock Bypass Vehicle Move/Relocate Tool Instant Vehicle Repair Underwater Vehicle Detection List Vehicles Owned by a Player List all vehicles Separate permission for each function Commands: /kowner Shows the owner (name and SteamID) of the Karuza custom vehicle you are looking at. /klockbypass Bypass the codelock on the vehicle you are looking at. This authorises you on the vehicle. Run command again to de-authorise yourself. /kmove Moves a Karuza custom vehicle in two steps: Look at a vehicle and run /kmove to select it. Look at a destination point and run /kmove again to move the vehicle there. /krepair Instantly repairs the Karuza custom vehicle you are looking at to full health /kunderwater Detects Karuza custom vehicles that are underwater, draws visual markers (sphere, arrow, and label) showing their location and prints their positions to chat. /kplayerveh <player name or SteamID> (OPTIONAL: radius) Lists and visually marks all Karuza custom vehicles owned by a specific player. Optionally limits results to a radius around the admin. Each matching vehicle is highlighted with a temporary sphere and label. /kvehall (OPTIONAL: radius) Lists and visually marks all Karuza custom vehicles owned by a specific player. Optionally limits results to a radius around the admin. Each matching vehicle is highlighted with a temporary sphere and label. Permissions: customvehicleadmintools.owner - required for /kowner customvehicleadmintools.bypass - required for /klockbypass customvehicleadmintools.move - required for /kmove customvehicleadmintools.repair - required for /krepair customvehicleadmintools.underwater - required for /kunderwater customvehicleadmintools.listbyowner - required for /kplayerveh customvehicleadmintools.listall - required for /kvehall$6.99 -
Working on new map. I blame road/rustedit problem Will see again in future.
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Christmas is all about REDACTED
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- 53 comments
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- #loot
- #lootmanager
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- 53 comments
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- 3
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- #loot
- #lootmanager
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Tested with bikedrivers, and we had someone test with cardrivers, unfortunately the current addition does not work. I highly recommend shooting @Karuza a message to confirm how the vehicles are initialized and started. if you have Convoy (from adem), there is also an example there how to add support
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Sorry I am a little busy at the moment, but will test this as soon as possible
