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NINJA WORKS

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Everything posted by NINJA WORKS

  1. Hello. I don't have that plugin and can't test it. I think there's a high possibility that problems will occur.
  2. Hello. In vanilla, if items with the same short name each have a different skin ID, you won't be able to select that skin in the vending machine. To sell individual skins, you'll need to use "Custom Item Vending" or something similar. https://codefling.com/plugins/custom-item-vending
  3. Hello. This plugin does not disable the server's anti-cheat, but rather simulates a double jump by placing the player on a transparent object and lifting them up. The player does not actually flying. It simulates gravity/physics (rigid body speed) to control upward movement. Also, if you set the value too high in the settings, it may be detected as a flyhack. It works against Rust's default anti-cheat, but is not invincible to advanced detection.
  4. Hello. I don't have that plugin, but I watched the video. It seems to automatically plant seeds in empty spaces. This depends on its planting logic.but it might not detect plants created by my mod and could plant seeds on top of them (duplicates). There is no certainty.
  5. Approved after about 2 weeks. Resolved.
  6. Hello! Thank you for your question. Your plugin works perfectly alongside normal Rust gameplay. When players plant regular vanilla seeds (corn, pumpkins, hemp, etc.) in planters, they will grow and function exactly as they do in normal Rust - the plugin does not interfere with them at all. It is designed so that vanilla plants cannot be planted in the same spot where custom plants are growing.
  7. Version 1.0.0d

    30 downloads

    HighJump adds a double jump ability to your Rust server. Players can perform a second jump while in mid-air, allowing them to reach higher places and traverse terrain more easily. The plugin features a realistic physics-based jump system with ceiling detection, fall damage protection, and a position reset command for safety. Features - Double Jump: Press jump again while airborne to perform a second jump - Permission-based Jump Force: 4 tiers with configurable jump heights for regular players and VIPs - Calorie Cost: Jumping consumes configurable calories for gameplay balance - Ceiling Detection: Automatically prevents jumping into ceilings or structures - Fall Damage Protection: Temporary immunity after double jumping (within safe limits) - Position Reset Command: /posreset returns player to their pre-jump location - Multi-language Support: English, Japanese, Chinese (Traditional), Russian Permissions HighJump.use - Basic double jump access (default force: 14) HighJump.vip1 - VIP tier 1 (default force: 20) HighJump.vip2 - VIP tier 2 (default force: 26) HighJump.vip3 - VIP tier 3 (default force: 32) Grant permissions using: oxide.grant user <username> HighJump.use oxide.grant group <groupname> HighJump.vip1 Commands /posreset - Teleports the player back to their position before the double jump. Useful if a player gets stuck or jumps somewhere unintended. It is for emergency use only, and will not work if used without any problems. Configuration { "Double Jump Calorie Cost": 1.0, "Jump Force - Use Permission": 14.0, "Jump Force - VIP1 Permission": 17.0, "Jump Force - VIP2 Permission": 20.0, "Jump Force - VIP3 Permission": 23.0 } Double Jump Calorie Cost: Amount of calories consumed per double jump Jump Force values: Higher values result in higher jumps How It Works 1. Player jumps normally from the ground 2. While airborne, within 0.4 seconds, press jump again to activate double jump 3. The player is boosted upward with physics-based movement 4. Ceiling detection prevents clipping through structures 5. Fall damage is negated for jumps within safe height limits 6. If something goes wrong, use /posreset to return to safety. It is for emergency use only, and will not work if used without any problems. Contact VOID / NINJA WORKS DISCORD : https://discord.gg/U8uxePjSyA MADE IN JAPAN
    $3.00
  8. Version 2.1.5

    154 downloads

    Extra Plants V2 Expand your farming with 20 unique cultivatable plants ! ExtraPlants introduces a brand-new farming system that goes beyond vanilla crops. Grow mushrooms, harvest resources from grubs, cultivate fruits, vegetables, herbs, and more. By default, all custom items are based on apples, etc. These seeds can be obtained from wild trees, ores, and plants. We recommend that you set them to items that can be used with Cooking plugins, etc. This plugin has a trial version. If you are considering purchasing it, please download it here. Harvestable Plants Aloe - Produces Aloe Vera Cactus - Low water requirement, yields cactus flesh Sugarcane - Produces sugar cane Wood Tree - Grow your own wood supply Fruits Tree - 15 fruit varieties: Apple, Apricot, Strawberry, Fig, Orange, Kiwi, Plum, Cherry, Pomegranate, Loquat, Grape, Lemon, Persimmon, Peach, and Pear. Tropical Fruits Tree - 11 exotic fruits: Avocado, Guava, Star Fruit, Dragon Fruit, Pineapple, Passion Fruit, Banana, Papaya, Mango, Mangosteen, and Lychee. Nuts Tree - 10 nut varieties: Almond, Cashew, Walnuts, Peanuts, Brazil Nuts, Hazelnuts, Chestnut, Pistachio, Pine Nuts, and Coconut. Sulfur Grub - Harvestable grub that yields sulfur ore — explodes when attacked! You need to raise the larvae without being detected by enemies. Zombie Soul - Mysterious Soul that yields bones. Emits a scream sound when grown. Mushroom - 9 mushroom varieties including Enoki, King Oyster, Maitake, Shiitake, Shimeji, and rare drops like Truffles and Matsutake. Metal Grub - Harvestable grub that yields metal ore Rice - Produces rice (high water requirement) Narcotic Herb - 4 herb varieties: Marijuana leaf, Tobacco leaves, Damiana leaves, and Coca leaves. Potato Plants - 6 tuber varieties: Potato, Sweet Potato, Konjac taro, Nagaimo, Taro, and Yacon. Yellow Plants - 5 varieties: Onion, Burdock, Carrots, Zucchini, and Hop. Green Plants - 5 varieties: Broccoli, Cucumber, Green pepper, Parsley, and Spinach. Black Plants - 3 varieties: Black Raspberries, Coffee Beans, and Black pepper. Blue Plants - 8 varieties: Blueberries, Eggplant, Purple cabbage, Lettuce, Chinese cabbage, Cabbage, Beets, and Asparagus. White Plants - 6 varieties: Radish, Turnip, Lotus root, Green onion, Bamboo shoots, and Garlic. Red Plants - 4 varieties: Tomato, Paprika, Swiss chard, and Chili peppers. By default, all custom items are based on apples, etc. We recommend that you set them to items that can be used with Cooking plugins, etc. How to obtain seeds Wood Sapling, Tropical Fruits Tree Sapling, Fruits Tree Sapling, Nuts Tree Sapling, Sugarcane Sapling Gather Wood Mushroom mycelium Collect Wild Mushrooms Sulfur Grub Collecting and mining sulfur ore Metal Grub Collecting and mining metal ore Zombie Soul Collect bone fragments Narcotic Herb Seedlings, Rice Seedlings, Seed Tuber, Yellow Plants Seed, Green Plants Seed, Black Plants Seed, Blue Plants Seed, White Plants Seed, Red Plants Seed Gathering wild hemp Cactus Sapling, Aloe Sapling Gathering wild cactus Custom Seeds System • Seeds use the fertilizer item with custom skins • Place seeds in any planter box to start growing • Each plant type has unique growth requirements Fully Configurable Every plant type can be customized: • Growth time intervals • Growth success chance • Water requirements • Drop items and quantities • Custom item names and skins • Death/consume probability for grubs • Setting the method for obtaining seeds. 1. Obtain Seeds - Obtaining Seeds - Players can obtain seeds by gathering wood or mining ore. Alternatively, they can be purchased in the shop, or administrators can distribute seeds using the giveseed command. 2.Plant the seeds - Place the seeds (fertilizer with custom skin) in the storage box for fertilizer in any planter. 3. Water Plants - Ensure adequate water level for growth 4. Wait for Growth - Plants grow based on configured intervals 5. Harvest - grown plants to collect resources Special Mechanics • Sulfur Grub - Explodes when attacked Explosion Conditions The player attacks the sulfurous body with an axe or gun. The planter box containing the sulfurous is destroyed by the player or NPC, or is destroyed by weathering. (Pickup collection does not cause an explosion.) Chat Commands (Admin Only) /seed Obtain 100 seeds of each type. ServerConsole Commands giveseed <steamID> <skinID> <amount> - Give special seeds to a player. Entering only "giveseed" will show the names of all plants. Seed Skin IDs Aloe Sapling 3601726840 Cactus Sapling 3601727134 Tropical Fruits Tree Sapling 3601727963 Fruits Tree Sapling 3601727819 Wood Sapling 3601729292 Sulfur Grub 3601729483 Metal Grub 3601729552 Zombie Soul 3601727291 Sugarcane Sapling 3601727002 Nuts Tree Sapling 3601727388 Mushroom mycelium 3675820909 Rice Seedlings 3675814595 Narcotic Herb Seedlings 3675814321 Seed Tuber 3675814757 Yellow Plants Seed 3675815517 Green Plants Seed 3675815146 Black Plants Seed 3675814927 Blue Plants Seed 3675815024 White Plants Seed 3675815400 Red Plants Seed 3675815276 Give Seed Example: giveseed 76561198000000000 3601726840 10 (Give 10 Aloe Sapling to 76561198000000000) Shop Settings Shortname "fertilizer" + SkinID Plant Settings { "Mushroom Settings": { "Enabled": true, "Seed Name": "Mushroom mycelium", "Seed Skin ID": 3675820909, "Growth Time (seconds)": 900.0, "Growth Chance (0.0-1.0)": 1.0, "Water Required": 300.0, "Max Drop Types Per Harvest": 1, "Drop Items": [ { "Item Short Name": "mushroom", "Custom Item Name": null, "Skin ID": 0, "Min Amount": 1, "Max Amount": 3, "Drop Chance (0.0-1.0)": 1.0 }, ... Seed Drop Settings Set the species that can be obtained by triggering items (short names) that can be acquired through activities such as cutting down trees, gathering wild hemp, and mining ore. "Enable Dispenser Gather Seed Drops": true, "Dispenser Gather Seed Drops": { "wood": { ///Trigger Item "Max Drop Types": 1, "Seeds": [ { "Seed Name": "Wood Sapling", "Drop Chance (0.0-1.0)": 0.08, "Min Amount": 1, "Max Amount": 3 }, Configuration Options For All Plants : Growth Time (seconds) - Time between growth checks Growth Chance (0.0-1.0) - Probability of successful growth Water Required - Minimum water level needed Seed Skin ID - Custom skin ID for the seed item Max Drop Types Per Harvest - Number of different items dropped Drop Items - List of items with amounts and drop chances For Grubs (Sulfur Grub, Metal Grub, Zombie Soul) : Probability Of Death (0.0-1.0) - Chance the seed is consumed after a growth cycle For Sulfur Grub : Enable Explosion (true/false) - Whether the grub explodes when attacked For Zombie Soul : Enable Sound (true/false) - Whether a scream sound plays when grown Batch Harvest Special Plants : Setting this to True allows you to harvest all special plants in a planter at once. Dispenser Gather Seed Drops : You can configure the item triggers and the seeds that players can obtain when they collect or gather items. How to set harvested custom items as ingredients in a cooking plugin. Open Cooking.json and add all the items listed in Cooking_ingredients_list.txt (which is included when you downloaded ExtraPlants) to the "ingredients" section under "Ingredient Settings". Furthermore, you need to configure the recipes to use those ingredients. Q: How do players obtain seeds? A: Seeds can only be given by server admins using the console command: giveseed <steamID> <skinID> <amount> You can integrate this with your server's shop plugin or reward system. Q: Do plants survive server restarts? A: Yes! All plant data is automatically saved and restored when the server restarts. The plugin uses persistent data files to track all planted seeds and their growth states. Q: Can I customize the drop items and amounts? A: Absolutely. Every plant type has fully configurable drop settings in the config file. You can change item types, quantities, drop chances, custom names, and skin IDs. Q: What happens if I attack the Sulfur Grub? A: The Sulfur Grub will explode, dealing 500 damage within a 12-meter radius. This is intentional — harvest it normally by interacting with it instead of attacking. Q: Why aren't my plants growing? A: Check the following: • Ensure the planter has enough water (each plant type has different requirements) • Verify the growth chance in config is set properly (0.0-1.0) • Wait for the configured growth interval to pass Q: Can I add my own custom plants? A: The current version supports 20 pre-configured plant types. Each plant type's drops, growth times, and requirements are fully customizable through the config file. Q: Do the fruit trees drop all fruits at once? A: No. The "Max Drop Types Per Harvest" setting controls how many different fruit types drop each harvest. For example, if set to 3, players will receive 3 random fruit types from the configured list. Q: What's the difference between Grubs and other plants? A: Grubs (Sulfur Grub, Metal Grub, Zombie Soul) have a "Probability Of Death" setting. After each growth cycle, there's a chance the grub will die and need to be replanted. Regular plants like trees continue producing indefinitely. Q: Which planters are supported? A: All vanilla planter types are supported: • Large Planter Box • Small Planter Box • Bathtub Planter • Minecart Planter • Railroad Planter • Triangle Planter • Single Plant Pot Q: Can players craft the seeds? A: No, seeds cannot be crafted by default. They must be distributed by admins. This gives you full control over your server's economy and progression. Q: Are the custom skins included? A: Yes, all skin IDs are pre-configured and included. The skins are applied automatically when seeds and harvested items are created. Q: Item skin images aren't displayed in the UI. A: Please install the Image Library. Q: Can I change the seed item from fertilizer to something else? A: The current version uses fertilizer items with custom skins as seeds. Changing the base item would require code modification. Q: How do I give seeds to offline players? A: The giveseed command works with sleeping players too. As long as the player has logged in at least once, you can give them seeds using their Steam ID. Q: What happens if a player's inventory is full when receiving seeds? A: The seeds will be dropped on the ground near the player's position. Q: How do I set harvested items as ingredients in the Cooking plugin? A: Open Cooking.json and add all the items listed in Cooking_ingredients_list.txt (which is included when you downloaded ExtraPlants) to the "ingredients" section under "Ingredient Settings". Furthermore, you need to configure the recipes to use those ingredients. VOID / NINJA WORKS DISCORD : https://discord.gg/U8uxePjSyA MADE IN JAPAN
    $25.00
  9. Version 1.0.9

    60 downloads

    Smart Kill Log Features - Global Kill Log: Server-wide kill feed displayed to all connected players - Smooth Animations: Professional slide-in and slide-out effects with easing (FPS depends on the server) - Personal Notifications: Center-screen zoom notifications when you kill or down someone - Sound Effects: Audio feedback for kills and downs - Customizable Position: Display on left or right side of screen, adjustable vertical position - Opacity Fade: Older entries gradually fade out for cleaner visuals - NPC Support: Tracks kills involving NPCs (scientists, animals, etc.) - Multi-language Support: English, Japanese, Chinese (Traditional), Russian (auto-detected) - Custom Background Images: Fully customizable UI backgrounds via ImageLibrary Kill Log Display The kill log shows detailed information for each event: - Attacker name (gold color for players, white for NPCs) - Action type: killed (red), downed (blue), died (purple) - Victim name - Weapon used - Distance in meters Personal Notifications When you kill or down another player, a centered notification appears with: - Zoom-in animation effect - The victim's name highlighted - Action type (Killed/Downed) - Sound effect feedback Dependencies ImageLibrary (for custom background images) If ImageLibrary is not installed, the plugin works without background images. Commands /killlog Toggles the display of the kill log on/off. /killlog notif Toggles the display of kill notifications on/off. - These settings persist even after restarting the server. Configuration { "Kill Log Settings": { "Enabled": true, "Max Logs": 8, "Display Duration (seconds)": 10.0, "Position (Right or Left)": "Right", "Position Y (0.0-1.0, 0.5=center)": 0.83, "Font Size": 12, "Fade Opacity": true, "Show Weapon and Distance": true, "Show Player vs NPC Kills": true, "Show NPC vs Player Kills": true, "Show NPC vs NPC Kills": true, "Show Suicide Kills": true }, "Kill Notification Settings": { "Enabled": true, "Display Duration (seconds)": 1.5, "Position Y (0.0-1.0, 0.5=center)": 0.4, "Font Size": 14 }, "Image Settings": { "Kill Log Background Image URL (Right)": "https://www.dropbox.com/scl/fi/phjuyg4zcm3f0w4maaupi/.png?rlkey=woo4to4ree1taaly5z6euahup&st=a47ypflv&dl=1", "Kill Log Background Image URL (Left)": "https://www.dropbox.com/scl/fi/27x7nr9y77eoaq40ybvgb/.png?rlkey=392e8qmzgdmadu9812y1f1psm&st=0j6yvfyv&dl=1", "Kill Notification Background Image URL (Center)": "https://www.dropbox.com/scl/fi/y0j8alca59m7eqnluwhr0/.png?rlkey=u8mk5qajmr6oqnb41dulorpz5&st=9ocyqggb&dl=1" }, "Color Settings": { "Player Name Color (hex)": "#ffd700", "NPC Name Color (hex)": "#ffffff", "Weapon/Distance Color (hex)": "#f5f5f5", "Killed Action Color (hex)": "#f08080", "Downed Action Color (hex)": "#87cefa", "Died Action Color (hex)": "#dda0dd", "Notification Player Name Color (hex)": "#ff8c00", "Notification NPC Name Color (hex)": "#ff8c00", "Notification Action Text Color (hex)": "#EAE2DA" } } Kill Log Settings: - Max Logs: Maximum number of entries displayed at once (default: - Display Duration: How long each entry stays visible (default: 10 seconds) - Position: Screen side for the kill log (Right or Left) - Position Y: Vertical position (0.0 = bottom, 1.0 = top, 0.5 = center) - Fade Opacity: Gradually fade older entries - Show Settings : Display settings for NPC and player kill events Kill Notification Settings: - Display Duration: How long the center notification shows (default: 1.5 seconds) - Position Y: Vertical position for the notification Image Settings: - Provide URLs to custom PNG images for backgrounds - Separate images for left/right positioning and center notification Contact VOID / NINJA WORKS DISCORD : https://discord.gg/U8uxePjSyA MADE IN JAPAN
    $15.00
  10. UPDATED ・Can set whether mushrooms require fertilizer to grow. ・Added mushroomplanter.nogrow permission, which prevents players with this permission from growing mushrooms in their planters.
  11. What is the map size and number of entities in use?
  12. Version 2.4

    589 downloads

    Mushroom Planter MushroomPlanter adds a mushroom cultivation system to Rust. Players can grow various types of mushrooms in any planter box by placing special "Mushroom mycelium" seeds (custom-skinned fertilizer items) into the planter's inventory. Product version This is a trial version of the ExtraPlants plugin, featuring only the Mushroom cultivation system. The full version includes 20+ plant types such as fruits, vegetables, trees, herbs, and special plants. Features 9 Mushroom Varieties — Harvest common and rare mushrooms including Enoki, King Oyster, Maitake, Shiitake, Shimeji, Fly Agaric, Truffles, and Matsutake. Mushroom Seed — You can obtain mushroom seeds (Mushroom Mycelium) from wild mushrooms. All Planters Supported — Works with Large Planter, Small Planter, Bathtub Planter, Minecart Planter, Railroad Planter, Single Plant Pot, Triangle Planter, and Railroad Triangle Planter. Automatic Growth System — Mushrooms grow on a configurable timer cycle (default: 15 minutes) when sufficient water is available in the planter. Smart Placement — Mushrooms are placed automatically in available grid positions without overlapping existing crops. Vanilla crops cannot be planted on top of mushrooms. Configurable Drops — Each mushroom variety has configurable drop chance, min/max amounts, and custom skin IDs. Rare varieties (Fly Agaric, Truffles, Matsutake) have a 10% drop chance by default. Seed Info UI — An in-game UI panel is displayed when opening a planter, showing growth time, water requirements, and harvestable crop icons with skin previews. ImageLibrary Integration — Automatically loads skin preview images from the Steam Workshop for display in the Seed Info UI. Data Persistence — Mushroom positions are saved and restored across server restarts and plugin reloads. Multi-Language Support — UI supports English, Japanese, Chinese (Simplified), and Russian. How to Use Players can obtain mushroom seeds (mycelium) from wild mushrooms. Or Admins can distribute seeds using the /mushroomseed chat command, the mushroomseed console command, or by adding them to the shop or Loot table. (fertilizer with skin ID 3675820909) Players place "Mushroom Mycelium" (fertilizer with skin ID 3675820909) in their planter inventory. The planter must have at least 300ml of water (configurable). Mushrooms automatically spawn in the planter every growth cycle. Players harvest mushrooms by picking them up (collectible interaction). Command Chat Commands (Admin Only) /mushroomseed Gives 100x Mushroom mycelium seeds to yourself Console Commands (Console/Admin) mushroomseed <steamID> <amount> - Give seeds to a specific player Give Seed Example: mushroomseed 76561198000000000 10 (Give 10 Mushroom mycelium to 76561198000000000) Configuration All settings are fully configurable via the generated JSON config file: { "Mushroom Settings": { "Seed Name": "Mushroom mycelium", "Seed Skin ID": 3675820909, "Growth Time (seconds)": 900.0, "Growth Chance (0.0-1.0)": 1.0, "Water Required": 300.0, "Max Drop Types Per Harvest": 1, "Drop Items": [ { "Item Short Name": "mushroom", "Custom Item Name": null, "Skin ID": 0, "Min Amount": 1, "Max Amount": 3, "Drop Chance (0.0-1.0)": 1.0 }, { "Item Short Name": "mushroom", "Custom Item Name": "Enoki mushroom", "Skin ID": 3676097640, "Min Amount": 1, "Max Amount": 3, "Drop Chance (0.0-1.0)": 1.0 }, { "Item Short Name": "mushroom", "Custom Item Name": "King oyster Mushroom", "Skin ID": 3676103539, "Min Amount": 1, "Max Amount": 3, "Drop Chance (0.0-1.0)": 1.0 }, { "Item Short Name": "mushroom", "Custom Item Name": "Maitake mushroom", "Skin ID": 3676103641, "Min Amount": 1, "Max Amount": 3, "Drop Chance (0.0-1.0)": 1.0 }, { "Item Short Name": "mushroom", "Custom Item Name": "Shiitake mushroom", "Skin ID": 3676103885, "Min Amount": 1, "Max Amount": 3, "Drop Chance (0.0-1.0)": 1.0 }, { "Item Short Name": "mushroom", "Custom Item Name": "Shimeji mushroom", "Skin ID": 3676103982, "Min Amount": 1, "Max Amount": 3, "Drop Chance (0.0-1.0)": 1.0 }, { "Item Short Name": "spoiled.produce", "Custom Item Name": "Fly agaric", "Skin ID": 3676103435, "Min Amount": 1, "Max Amount": 1, "Drop Chance (0.0-1.0)": 0.1 }, { "Item Short Name": "apple", "Custom Item Name": "truffles", "Skin ID": 3676104055, "Min Amount": 1, "Max Amount": 1, "Drop Chance (0.0-1.0)": 0.1 }, { "Item Short Name": "apple", "Custom Item Name": "Matsutake mushroom", "Skin ID": 3676103783, "Min Amount": 1, "Max Amount": 1, "Drop Chance (0.0-1.0)": 0.1 } ] }, "Wild Mushroom Mycelium Drop Settings": { "Enabled": true, "Drop Chance (0.0-1.0)": 1.0, "Min Amount": 2, "Max Amount": 3 } } Troubleshooting Q: Mushrooms aren't spawning Check if the planter has enough water Verify there are empty spaces available Wait for the configured growth interval Contact VOID / NINJA WORKS DISCORD : https://discord.gg/U8uxePjSyA MADE IN JAPAN
    Free
  13. I submitted my plugin on october. More than one month has now passed, yet I have received no progress whatsoever.
  14. Is access to the Imgur site restricted in China? To solve this, you can upload these background images to an uploader site available in China and set the URL in the config.The URL must include the extension.
  15. Plugin Update Fixed an issue where sound effects would be played twice when operating the UI. Optimized UI animations to be unaffected regardless of server FPS. Added a server console command to give players a custom fishing rod . Added Chinese to Lang file. I have optimized it, but we have confirmed that flickering still occurs, so I will update if there is any progress. If it interferes with game progress, please turn off animations in the configuration.
  16. Thanks ! The plugin has been updated. Fixed a bug where scrap was set when Preferred Economy was set to Custom without the Economics or ServerRewards plugin installed. Added a server console command to give players a fishing boost. Added Russian to Lang file.
  17. Can you send us your config json? Are you using Carbon?
  18. PreferredEconomy must be Custom. "PreferredEconomy": "", → "PreferredEconomy": "Custom",
  19. I often use Sound Library Encoder, but the website seems to go down frequently. Can you provide applications or technologies related to audio conversion?
  20. Version 1.0.0

    28 downloads

    This plugin is a simple cosmetic plugin that plays a game over animation on death. Transform monotonous death screens into movie-like dramatic game over presentations. Players experience stronger impact and immersion when they die. Game Over Screen Features Automatic game over screen display on player death Smooth fade-in and fade-out animations Customizable background and overlay images Cinematic zoom effects for dramatic impact Config { "BackgroundImageUrl": "https://i.imgur.com/RY3DrU6.jpeg", // Background image URL "OverlayImageUrl": "https://i.imgur.com/RHw6pie.png", // Overlay image URL "OverlayScaleFactor": 1.2, // Overlay imageZoom multiplier "AnimationFPS": 60, // FPS "SoundEnabled": true // Enable/disable sound effects } It will work in Carbon, but it is not optimized and will flicker; animations may rely on network PNG. Contact VOID / NINJA WORKS DISCORD : https://discord.gg/U8uxePjSyA MADE IN JAPAN
    $3.00
  21. Version 2.4.2

    144 downloads

    Extra Fishing V2 Transform vanilla fishing into a rich, progression-based gameplay pillar with 300+ custom fish species, drifting school-of-fish encounters, aquaculture breeding, fish finders, economy integration, a beautiful animated fish encyclopedia, and fully fish traps. ExtraFishing turns one of Rust's most ignored activities into a deep, rewarding system your players will actually want to engage with. Every catch matters: size, weight, rarity, biome, time of day, water depth, rod tier, school proximity, and aquaculture breeding all influence what ends up on the line. DEPENDENCIES Required: ImageLibrary — For all custom fish icons and UI background images. ExtraFishing will not display images without it. Optional: Economics — Enables Economics as a currency backend in the sell UI. ServerRewards — Enables ServerRewards as a currency backend. Zone Manager — This is required when using a floating UI. If you use only Scrap or a Custom item as currency, no optional plugins are needed. Added 300+ Fish • Fully configurable fish catalog with custom names, skin IDs, growth formulas, min/max sizes, rarities (Star 1 to Star 5), biome restrictions, descriptions, and processed-item yields. • Each species uses a real weight formula: Weight (kg) = Growth_A * Size^Growth_B / 1000 so bigger fish really do weigh proportionally more. This is what drives the per-species weight rankings. • Fish are linked to vanilla bait items (anchovy, sardine, catfish, herring, salmon, orangeroughy, smallshark, troutsmall, yellowperch) for seamless compatibility with vanilla fishing mechanics. School of Fish System • Dynamic, drifting schools spawn and migrate across the ocean in real time. • Schools provide massive bonuses while players fish inside them: - Fish size multiplier (default 2.0x) - Rarity bonus (default +100) - Hook speed bonus (default 70% faster catch time) • Visual burst effects trigger in bursts when players hook a fish inside a school — great immersive feedback. • Peak time schools spawn in shallower water (1–5m) to reward morning/evening fishing. Off-peak schools stay in deeper water (30–50m). • Per-school catch limit forces the school to migrate elsewhere after X catches, keeping players exploring and preventing AFK camping. • Fully configurable: max schools, radius range, drift speed, direction change intervals, catch limit, update rate, effect tick settings. Fish Finder Device • Custom Geiger-counter-based handheld detector with a live radar-style UI showing distance and bearing to the nearest active school. • Configurable: - Max detection range (default 100m) - Beep interval, UI update interval, UI size - Durability drain per interval - Background image and overlay image stack - Require specific skinned item vs. allow any Geiger counter Tiered Fishing Rods • Define any number of rod tiers keyed by SkinId. Each rod tier configures: - ChanceBonus: adds to catch chance for rarer fish - FishSizeMultiplier: multiplier applied to caught fish size • Default tiers included: Low / Mid / High Quality Rod. • Players progress by upgrading their rod — directly tied to bigger, rarer fish and higher-value catches. Tiered Fish Traps • Define any number of fish trap tiers keyed by SkinId, each with: - ChanceBonus for rarer fish - FishSizeMultiplier - CatchMinnowEnabled toggle + Min/Max minnow per catch - StorageSlots (override vanilla slot count) - MaxHealth (override trap durability) • Default tiers included: Low / Mid / High Quality Fish Trap. Aquaculture / Fish Breeding • Deployable custom fish cages (Large Fish Cage, Small Fish Cage) that breed fish over time when fed bait. • Each cage type configures: - Breeding interval min/max (in minutes) - Box slot count (storage size) - Fish size multiplier for bred fish • Built-in breeding progress UI with feed reminders, empty state, box-full warning, and an in-game guide overlay. • Custom raft-based platforms for building floating fish farms: - Square Raft 3x3 / 5x5 / 10x10 - Hexagonal Raft 1 / 3 / 5 • Configurable aquaculture settings: replacement/box health, effect duration, effect tick interval, rarity multiplier for bred fish. Depth-Based Fishing • Fish size scales with water depth across 4 configurable tiers. Default: - Tier 1 (0.0 – 4.9m): 1.0x - Tier 2 (5.0 – 39.9m): 1.1x - Tier 3 (40.0 – 49.8m): 1.2x - Tier 4 (49.9 – 999.9m):1.3x • Encourages boat exploration and offshore deep-sea fishing. • Fully toggleable via config. Peak Time System • Morning (default 4:00 – 7:00) and Evening (default 18:00 – 21:00) peak windows apply a global chance bonus (default +50) for rarer fish. • During peak time, additional fish schools spawn in shallow water so players can easily reach them. • All four values are configurable: MorningStart, MorningEnd, EveningStart, EveningEnd, PeakTimeChanceBonus. Fish Records & Server Rankings • Every player's personal best Size and Weight per fish species is tracked automatically and persisted across wipes (unless you wipe the data file). • Comprehensive in-game fish encyclopedia UI (/fish command): - Search bar with live filtering - Rarity filter (All / Star 1 – Star 5) - Biome filter (All / Arid / Temperate / Tundra / Arctic / Jungle) - "Caught" mark displayed on species the player has already landed - Per-fish detail page with description, your personal record, and **Server Top 3 by Size** + **Server Top 3 by Weight** leaderboards • Optional Hide-Uncaught-Fish mode (HideUncaughtFish config toggle): - Uncaught species are shown as "?????" with blacked-out icons - Detail page is blocked both client-side (no clickable button) and server-side (command rejected) — no way to sneak past the lock - Search bar is spoiler-safe: real fish names do NOT match uncaught species when the search filter is used, so players cannot reveal hidden fish by typing guesses Fish Sell UI & Economy Integration • Built-in fish selling interface with live balance display. • Supports four currency backends: - Scrap (vanilla item, no dependencies) - Economics (optional plugin) - ServerRewards (optional plugin) - Custom: any shortname + skin + display name as your server's currency item • Per-rarity price multipliers (Star 1 through Star 5) + global base price multiplier for easy tuning. • Sell individual fish stacks or use Sell All for bulk liquidation. • Fish exchange via vending machines can be blocked to prevent trivial economy exploits. • Prices scale with fish rarity, base stack value, and base price multiplier — everything is in the config. Processed Fish Items (Custom Food / Resources / Buffs) • When cooked or processed, fish yield custom items with configurable skin IDs and display names. Example default items: Sulfur Fish yields sulfur, Wood Fish yields wood, Metal Fish yields metal fragments, Stones Fish yields stones, Bone Fish yields bone fragments, Crude Oil Fish yields crude oil, and many more. • Per-processed-item effects when consumed: - Instant Health - Health over Time - Calories - Hydration - Poison reduction - Bleeding reduction - Radiation reduction • **Full tea-buff system** — every vanilla tea modifier can be applied per processed fish with custom value and duration: Wood Yield, Ore Yield, Scrap Yield, Max Health, Move Speed, Harvesting, Fishing Boost, Farming (Better Genes), Comfort, Clotting, Warming, Cooling, Hunter Vision, Metabolism, Crafting Quality, Radiation Resistance, Horse Gallop Speed. • Turn fishing into a viable alternative to vanilla farming and gathering. Other QOL Features • Floating UI — Implemented a floating UI that displays status without accessing fish cages or fish traps as a new technology feature test. ZoneManager is required to use this feature. It may also cause performance degradation. • Tension-break calorie penalty — failed casts cost extra calories (configurable via CaloriesPerTensionBreak). • Normal fishing calorie cost per cast (CaloriesPerFishing). • Added a setting to obtain (pickup) worms and grubs when gathering resources. • Fish stack limit toggle: - Enabled: each unique fish (size+weight) is its own item with the full name tag - Disabled: fish stack vanilla-style with a base-value table per vanilla shortname • Biome check toggle — restrict fish species to specific biomes or open them up everywhere. ◆ Player Command /fish Opens the main fish encyclopedia and records UI. Shows all fish species with filters (search, rarity, biome), caught marks, and per-species detail pages including personal and server records. Requires the extrafishing.records permission. ◆ ADMIN ONLY COMMAND /extrafishing Gives you one of every configured item in a single command: - Every fishing rod tier (by SkinId from config) - Every fish trap tier (by SkinId from config) - Both fish cages (Large + Small) - Every raft platform (Square 3x3/5x5/10x10, Hex 1/3/5) - Fish Finder - 10 of every processed fish item with effects configured Perfect for quick testing or outfitting admin accounts. /givefish "Fish Name" Spawns one fish of the specified species by its display Name (case insensitive, quoted if it contains spaces). The item is tagged with a random size/weight from the fish's config range. Example: /givefish "Sulfur Fish" /efgive <SteamID|Name> <Item> Gives a specific named item to any player. See the full item list below. /fishbuff <player> <percent> <minutes> Grants a fishing luck buff to the specified player for the specified duration. Increases chance of rarer fish. ◆ Console Commands (Server Console / RCON) clearfishdata Wipes all player fishing records from memory and disk. Admin only. Use with caution — this cannot be undone. fishbuff <steamid> <percent> <minutes> RCON-friendly version of the chat fishbuff command. efgive <SteamID|Name> <Item> RCON-friendly version of the /efgive chat command. See item list below. ◆ Command : efgive ITEM LIST — ALL PATTERNS Usage: /efgive <SteamID or Name> <Item> efgive <SteamID or Name> <Item> (console / RCON) The <Item> argument is matched case-insensitively. Names with spaces do NOT need quotes — the command joins all remaining arguments as the item name. These items can also be added to the shop. Please see below.(Please set a custom name, item abbreviation, and skin ID.) All 15 patterns: FISHING RODS (3 tiers) Low Quality Rod Item Short Name: fishingrod.handmade SkinId: 3683450483 The entry-level tier. Small ChanceBonus and a modest FishSizeMultiplier (defaults 0.5x). Players start with this. Mid Quality Rod Item Short Name: fishingrod.handmade SkinId: 3683450683 Mid-tier rod. Better ChanceBonus and FishSizeMultiplier than Low Quality. Default multiplier 0.6x. High Quality Rod Item Short Name: fishingrod.handmade SkinId: 3683450793 Top-tier rod. Highest ChanceBonus and FishSizeMultiplier (default 0.8x). Meant as an endgame / shop reward. FISH TRAPS (3 tiers) Low Quality Fish Trap Item Short Name: fishtrap.small SkinId: 3683441661 Basic automated fish trap. Unlike vanilla traps, ExtraFishing traps work offline and without a nearby player. Low ChanceBonus, small storage, low MaxHealth. Mid Quality Fish Trap Item Short Name: fishtrap.small SkinId: 3683441772 Upgraded trap. Better chance bonus, larger storage, more durability. High Quality Fish Trap Item Short Name: fishtrap.small SkinId: 3683441864 Top-tier trap with the highest ChanceBonus, largest storage slot count, and highest MaxHealth. SQUARE RAFT PLATFORMS (3 sizes) Square Raft 3x3 Item Short Name: boatbuildingstation SkinId: 3691488275 The smallest square raft platform. Used as a base for building small floating fish farms and bases on water. Square Raft 5x5 Item Short Name: boatbuildingstation SkinId: 3691488429 Medium square raft. Plenty of room for fish cages plus storage / crafting. Square Raft 10x10 Item Short Name: boatbuildingstation SkinId: 3691488598 Large square raft. Flagship fishing base platform — fit multiple cages, workbenches, sleeping area, and defenses. HEXAGONAL RAFT PLATFORMS (3 sizes) Hexagonal Raft 1 Item Short Name: boatbuildingstation SkinId: 3691577294 Small single-hex raft platform. Compact, efficient footprint. Hexagonal Raft 3 Item Short Name: boatbuildingstation SkinId: 3691577405 Medium hex raft built from 3 hexagonal cells. Aesthetic alternative to square rafts. Hexagonal Raft 5 Item Short Name: boatbuildingstation SkinId: 3691577502 Large hex raft built from 5 hexagonal cells. Comparable in area to a Square Raft 5x5 but with honeycomb geometry. FISH CAGES (2 tiers) Large Fish Cage Item Short Name: boatbuildingstation SkinId: 3691368539 The large aquaculture cage. Default 30 box slots, 2.0x fish size multiplier for bred fish, faster breeding interval (3–5 min). Deploy on a raft platform and feed it bait to breed rare fish. Small Fish Cage Item Short Name: boatbuildingstation SkinId: 3691368364 Compact cage. Default 18 box slots, 1.5x fish size multiplier, slightly slower breeding interval (4–6 min). Cheaper, earlier-tier option. FISH FINDER Fish Finder Item Short Name: geiger.counter SkinId: 3696334992 Handheld radar-style fish finder. Shows distance and direction to the nearest active fish school on a live UI overlay. Drains durability over time and beeps periodically. Configurable max detection range (default 100m), durability drain rate, UI size, and visual assets. Quick Copy/Paste Reference (all 15 valid <Item> strings) Low Quality Rod Mid Quality Rod High Quality Rod Low Quality Fish Trap Mid Quality Fish Trap High Quality Fish Trap Square Raft 3x3 Square Raft 5x5 Square Raft 10x10 Hexagonal Raft 1 Hexagonal Raft 3 Hexagonal Raft 5 Large Fish Cage Small Fish Cage Fish Finder Examples /efgive 76561198000000000 High Quality Rod /efgive PlayerName Large Fish Cage /efgive 76561198000000000 Square Raft 10x10 efgive PlayerName Fish Finder (from RCON/server console) If the player isn't found, you'll get "Player not found: <input>". If the item name isn't recognized, you'll get "Unknown item: <name>" followed by the full list of available items. extrafishing.records Required to use the /fish encyclopedia and records UI. Grant to all players who should be able to see the fish catalog, filters, personal records, and server rankings. extrafishing.sell Required to use the in-game fish selling UI. Grant to players who should be able to sell fish for your chosen currency (Scrap / Economics / ServerRewards / Custom item). All admin-only commands (/extrafishing, /givefish, /efgive, /chkbiome, /chkdepth, /chktpo, /chkschool, /fishbuff, clearfishdata) require the vanilla Admin or Developer flag — no permission needed. { "EnableUIDisplay": true, /// Show the popup Result UI every time a player catches a fish. "EnableSoundEffects": true, /// Play a catch sound effect (vanilla mission accept prefab) when a fish is landed. "ShowMessages": false, /// Send chat messages on fish catch and tension break events. "ShowMessagesGlobal": false, /// Send chat messages on fish catch and tension break events.(Global) "HideUncaughtFish": false, /// Hide uncaught fish in the /fish encyclopedia as "?????" with blacked-out icons. Also blocks detail pages AND spoiler-proofs the search bar (real fish names do not match uncaught species). Default: false. "EnableBiomeCheck": true, /// Enforce biome restrictions from the Fish list (Biome field). Disable to allow all fish in every biome. "EnableUIAnimation": true, /// Enable slide-in/fade-out animations for the Result, Record, and Sell UIs. "CaloriesPerFishing": 1, /// Calories consumed per cast. "CaloriesPerTensionBreak": 3, /// Extra calories lost when the fishing line tension-breaks. "SizeInterval": 20.0, /// Grouping interval in cm used for size display/rounding. "EnableFishStackLimit": true, /// true = each fish is a unique item with [Size/Weight] tag (no stacking). false = vanilla-style stacking using FishBaseValuesForDisableFishStackLimit. Corrected the specifications of EnableFishStackLimit. When set to False, the amount of items obtained when processing fish will be "Rarity x ProcessedItemAmount". "MinnowStackSize": 1000, /// Max stack size for minnow bait items. "UI": { "DisplayDuration": 8.0, /// How long the catch-result popup stays visible (seconds). "Result": { /// Settings for the popup shown when a fish is caught. "AnchorMin": "0.35 0.75", /// UI bottom-left anchor on screen (x y, 0.0–1.0 range). "AnchorMax": "0.65 0.9", /// UI top-right anchor on screen. "BackgroundColor": "0.1 0.1 0.1 0.9", /// Background color in "R G B A" format (0.0–1.0 range, last value is alpha). "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 18, /// Title font size. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name text color. "FishNameFontSize": 16, /// Fish name font size. "DetailsColor": "0.447 0.427 0.404 1.0", /// Details text color (size/weight info). "DetailsFontSize": 14, /// Details font size. "BackgroundImage": "https://i.imgur.com/C30zzZ5.png", /// Background image URL loaded via ImageLibrary. "UseBackgroundImage": true /// true = use the image above, false = solid color only. }, "Record": { /// Settings for the /fish encyclopedia UI. "AnchorMin": "0.15 0.15", /// Encyclopedia bottom-left anchor. "AnchorMax": "0.85 0.85", /// Encyclopedia top-right anchor. "BackgroundColor": "0.086 0.086 0.086 1.0", /// Background color. "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 20, /// Title font size. "FishButtonColor": "0.086 0.086 0.086 1.0", /// Background color for each fish entry button in the grid. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name color in the list. "FishNameFontSize": 14, /// Fish name font size in the list. "FishDetailColor": "0.678 0.643 0.616 1.0", /// Body text color on the per-fish detail page. "FishDetailFontSize": 16, /// Body text size on the detail page. "SectionTitleColor": "0.678 0.643 0.616 1.0", /// Section heading color (e.g. "Your Record", "Server Top 3"). "SectionTitleFontSize": 18, /// Section heading font size. "DetailsColor": "0.447 0.427 0.404 1.0", /// Generic detail text color. "DetailsFontSize": 14, /// Generic detail text size. "HighlightColor": "0.447 0.427 0.404 1.0", /// Highlight accent color. "NavButtonColor": "0.090 0.263 0.400 1.0", /// Pagination button background color. "NavTextColor": "0.259 0.620 0.875 1.0", /// Pagination button text color. "NavFontSize": 14, /// Pagination button font size. "CloseButtonColor": "0.722 0.227 0.149 1.0", /// Close-button background color. "CloseTextColor": "0.792 0.643 0.608 1.0", /// Close-button text color. "CloseFontSize": 18, /// Close-button font size. "DescriptionColor": "0.447 0.427 0.404 1.0", /// Fish description text color. "DescriptionFontSize": 14, /// Fish description font size. "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", /// Encyclopedia background image URL. "UseBackgroundImage": true, /// Toggle for the background image above. "SearchBarAnchorMin": "0.02 0.92", /// Search bar bottom-left anchor. "SearchBarAnchorMax": "0.26 0.98", /// Search bar top-right anchor. "SearchBarBackgroundImage": "https://i.imgur.com/RaLTTp7.png", /// Search bar background image URL. "SearchBarTextColor": "0.678 0.643 0.616 1.0", /// Search bar text color. "SearchBarFontSize": 14, /// Search bar font size. "CaughtMarkImage": "https://i.imgur.com/0lfBSNR.png" /// Image shown in the top-right of fish the player has already caught. }, "Sell": { /// Settings for the fish sell UI. "AnchorMin": "0.15 0.15", /// Sell UI bottom-left anchor. "AnchorMax": "0.85 0.85", /// Sell UI top-right anchor. "BackgroundColor": "0.086 0.086 0.086 1.0", /// Background color. "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 20, /// Title font size. "FishButtonColor": "0.086 0.086 0.086 1.0", /// Background color for each fish row in the sell list. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name color. "FishNameFontSize": 14, /// Fish name font size. "DetailColor": "0.447 0.427 0.404 1.0", /// Detail info text color (size/weight). "DetailFontSize": 12, /// Detail info font size. "PriceColor": "0.259 0.620 0.875 1.0",/// Price display color. "PriceFontSize": 13, /// Price display font size. "BalanceTextColor": "0.678 0.643 0.616 1.0", /// Currency balance text color. "BalanceFontSize": 14, /// Currency balance font size. "SellButtonColor": "0.3 0.6 0.3 1", /// Individual "Sell" button background color. "NavButtonColor": "0.090 0.263 0.400 1.0", /// Pagination button background color. "NavTextColor": "0.259 0.620 0.875 1.0", /// Pagination button text color. "NavFontSize": 14, /// Pagination font size. "CloseButtonColor": "0.722 0.227 0.149 1.0", /// Close-button background color. "CloseTextColor": "0.792 0.643 0.608 1.0", /// Close-button text color. "CloseFontSize": 18, /// Close-button font size. "SellAllButtonColor": "0.314 0.380 0.200 1.0", /// "Sell All" button background color. "SellAllTextColor": "0.569 0.765 0.231 1.0", /// "Sell All" text color. "SellAllFontSize": 14, /// "Sell All" font size. "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", /// Sell UI background image URL. "UseBackgroundImage": true /// Toggle for the background image above. }, "FloatingStatusUI": { "Enabled": false, // Master toggle for the entire floating UI system (requires ZoneManager plugin when true). "UpdateRate": 0.03, // UI refresh interval in seconds; lower = smoother but heavier CPU/bandwidth. "MaxDistance": 12.0, // Maximum distance (meters) at which the panel is shown; also defines the ZoneManager zone radius. "MinDistance": 0.0, // Minimum distance (meters); panels closer than this are hidden. "FadeStart": 11.0, // Distance (meters) where alpha fade-out begins. "FadeEnd": 12.0, // Distance (meters) where alpha reaches 0. "TrapHeightOffset": 2.3, // Vertical offset (meters) above the trap where the panel anchors. "CageHeightOffset": 12.5, // Vertical offset (meters) above the cage where the panel anchors. "TrapMaxScale": 1.0, // Trap panel scale when the player is close (at MinDistance). "TrapMinScale": 0.4, // Trap panel scale when the player is far (at MaxDistance). "CageMaxScale": 1.5, // Cage panel scale when the player is close (at MinDistance). "CageMinScale": 0.5, // Cage panel scale when the player is far (at MaxDistance). "BackgroundURL": "https://i.imgur.com/WMefGKk.jpeg", // URL of the panel background image (loaded once via ImageLibrary). "BackgroundOpacity": 0.97 // Background opacity multiplier (0.0–1.0) applied on top of the distance fade. } }, "RarityChances": { /// Base weights for rarity rolls. Final weight[R] = base × (1 + totalBonus × (R-1) / 100). Weights do not need to sum to 100. "1": 80, /// Base weight for ★1 (common) fish. "2": 15, /// Base weight for ★2 fish. "3": 5, /// Base weight for ★3 fish. "4": 2, /// Base weight for ★4 fish. "5": 1 /// Base weight for ★5 (legendary) fish. ~1% at base, ~5% at max bonus. }, "Economy": { /// Currency backend and price multiplier settings for the fish sell UI. "PreferredEconomy (Scrap / Custom / Economics / ServerRewards)": "Scrap", /// Currency backend: "Scrap", "Custom" (uses CustomItem below), "Economics" (plugin required), or "ServerRewards" (plugin required). "RarityMultipliers": { /// Per-rarity price multipliers (applied on top of the base price). "1": 1.0, /// ★1 fish price multiplier. "2": 1.1, /// ★2 fish price multiplier. "3": 1.2, /// ★3 fish price multiplier. "4": 1.3, /// ★4 fish price multiplier. "5": 1.5 /// ★5 fish price multiplier. }, "BasePriceMultiplier": 1.0, /// Global price multiplier applied to every fish sale. "CustomItem": { /// Settings used when PreferredEconomy is set to "Custom". "ItemShortName": "sulfur", /// Shortname of the item used as currency. "ItemSkinId": 0, /// Skin ID of the custom currency item (0 = vanilla, no skin). "DisplayName": null /// Display name for the currency item (null = use the item's default name). } }, "FishBaseValuesForDisableFishStackLimit": { /// Fallback per-fish base prices used ONLY when EnableFishStackLimit = false (since size/weight data is lost under vanilla stacking). "fish.anchovy": 2, /// Base value per anchovy. "fish.catfish": 32, /// Base value per catfish. "fish.herring": 4, /// Base value per herring. "fish.orangeroughy": 37, /// Base value per orange roughy. "fish.salmon": 27, /// Base value per salmon. "fish.sardine": 2, /// Base value per sardine. "fish.smallshark": 45, /// Base value per small shark. "fish.troutsmall": 6, /// Base value per small trout. "fish.yellowperch": 10 /// Base value per yellow perch. }, "ChanceTime": { /// Peak-time window settings. During these hours, rarity chance bonus is added and fish schools spawn in shallow water. "MorningStart": 4.0, /// Morning peak-time start (24h in-game clock). "MorningEnd": 7.0, /// Morning peak-time end. "EveningStart": 18.0, /// Evening peak-time start. "EveningEnd": 21.0, /// Evening peak-time end. "PeakTimeChanceBonus": 50 /// Rarity bonus value added to totalBonus during peak-time windows. }, "DepthMultiplier": { /// Water-depth size multiplier tiers. Evaluated top-down; the first tier whose MaxDepth is >= current depth is used. "Enabled": true, /// Enable the depth multiplier system. "Tier1": { /// Shallowest tier. "MaxDepth": 4.9, /// Max depth for Tier1 (meters). "SizeMultiplier": 1.0 /// Fish size multiplier for this tier. Additive formula: (value - 1.0) is added as bonus. }, "Tier2": { "MaxDepth": 39.9, /// Max depth for Tier2 (meters). "SizeMultiplier": 1.1 /// +10% size bonus in this depth range. }, "Tier3": { "MaxDepth": 49.8, /// Max depth for Tier3 (meters). "SizeMultiplier": 1.2 /// +20% size bonus in this depth range. }, "Tier4": { "MaxDepth": 999.9, /// Max depth for Tier4 (effectively unlimited). "SizeMultiplier": 1.3 /// +30% size bonus in the deepest waters. } }, "FishingRods": { /// Fishing rod tier definitions. Keyed by internal name; SkinIds are mapped in code. "Default Rod": { /// Vanilla rod (no skin). Baseline performance. "ChanceBonus": 0, /// Rarity bonus value added to totalBonus when using this rod. "FishSizeMultiplier": 1.0 /// Size multiplier. Additive formula: (value - 1.0) is added as bonus. }, "Low Quality Rod": { /// Entry-tier custom rod. "ChanceBonus": 10, /// +10 rarity bonus. "FishSizeMultiplier": 1.05 /// +5% size bonus. }, "Mid Quality Rod": { /// Mid-tier custom rod. "ChanceBonus": 20, /// +20 rarity bonus. "FishSizeMultiplier": 1.1 /// +10% size bonus. }, "High Quality Rod": { /// Top-tier custom rod. "ChanceBonus": 30, /// +30 rarity bonus. "FishSizeMultiplier": 1.2 /// +20% size bonus. } }, "FishTraps": { /// Fish trap tier definitions. Trap-caught fish are NOT affected by depth multiplier or school bonus. "Default Fish Trap": { /// Vanilla trap (no skin). Baseline performance. "ChanceBonus": 0, /// Rarity bonus added to totalBonus for trap catches. "FishSizeMultiplier": 0.5, /// Size multiplier for fish caught by this trap. "CatchFishEnabled": true, /// Is it possible to catch fish other than minnows? "CatchMinnowEnabled": true, /// Whether this trap automatically catches minnow bait items. "MinnowMinAmount": 1, /// Minimum minnows caught per cycle. "MinnowMaxAmount": 3, /// Maximum minnows caught per cycle. "StorageSlots": 6, /// Inventory slot count of the trap (overrides vanilla). "MaxHealth": 100.0 /// Max HP/durability of the trap entity. }, "Low Quality Fish Trap": { /* ChanceBonus 5, FishSizeMultiplier 0.6, StorageSlots 12, MaxHealth 300, rest same structure, omitted */ }, "Mid Quality Fish Trap": { /* ChanceBonus 10, FishSizeMultiplier 0.8, StorageSlots 18, MaxHealth 500, rest same structure, omitted */ }, "High Quality Fish Trap": { /* ChanceBonus 15, FishSizeMultiplier 1.0, StorageSlots 24, MaxHealth 750, rest same structure, omitted */ } }, "GetBaitFromPickupResource": { /// This setting determines whether you obtain worms and grubs by picking up resources and plants. "Enabled": true, /// Enable setting "MinAmount": 1, /// MinAmount "MaxAmount": 3 /// MaxAmount }, "SchoolOfFish": { /// Drifting fish school system settings. "Enabled": true, /// Enable the school-of-fish system. "MaxSchoolOfFish": 30, /// Maximum number of schools that can exist simultaneously on the map. "MaxCatchesPerSchool": 5, /// Number of catches before a school is forced to migrate (respawn elsewhere). "MinSchoolOfFishRadius": 10.0, /// Minimum school radius in meters. Players inside this area get bonuses. "MaxSchoolOfFishRadius": 50.0, /// Maximum school radius in meters. "SchoolOfFishRadiusChangeMinMinutes": 0.1, /// Min time until a school's radius randomly changes (minutes). "SchoolOfFishRadiusChangeMaxMinutes": 1.0, /// Max time until a school's radius randomly changes (minutes). "MinDriftSpeed": 0.0, /// Minimum drift speed of a school (m/s). "MaxDriftSpeed": 3.0, /// Maximum drift speed of a school (m/s). "DirectionChangeMinMinutes": 0.5, /// Min time until a school changes direction (minutes). "DirectionChangeMaxMinutes": 3.0, /// Max time until a school changes direction (minutes). "SizeMultiplierBonus": 1.5, /// Fish size multiplier when fishing inside a school. Additive: (value - 1.0) is added as bonus (+50% by default). "HookSpeedBonus": 0.7, /// Catch-time reduction ratio inside a school (0.7 = 70% faster catch). "RarityBonus": 100, /// Rarity bonus added to totalBonus when fishing inside a school. "MinOceanDepth": 30.0, /// Minimum water depth (m) where schools spawn during normal time. "MaxOceanDepth": 50.0, /// Maximum water depth (m) where schools spawn during normal time. "PeakTimeMinOceanDepth": 1.0, /// Minimum depth for schools that spawn during peak time (shallow water). "PeakTimeMaxOceanDepth": 5.0, /// Maximum depth for schools that spawn during peak time. "DriftUpdateInterval": 1.0, /// School position update interval (seconds). "Effect": { /// Visual burst effect settings for schools. "Enabled": true, /// Enable burst effects. "TickInterval": 0.01, /// Internal tick interval while an effect plays (seconds). "DelayMin": 0.0, /// Minimum startup delay before an effect fires (seconds). "DelayMax": 1.5, /// Maximum startup delay before an effect fires (seconds). "BurstDurationMin": 2.0, /// Minimum duration of one burst (seconds). "BurstDurationMax": 10.0, /// Maximum duration of one burst (seconds). "BurstIntervalMinMinutes": 0.1, /// Minimum wait between bursts (minutes). "BurstIntervalMaxMinutes": 3.0 /// Maximum wait between bursts (minutes). }, "FishFinder": { /// Fish finder device settings. "Enabled": true, /// Enable the fish finder feature. "UIUpdateInterval": 0.1, /// Radar UI update interval (seconds). "BeepInterval": 0.5, /// Beep sound interval while pointing toward a school (seconds). "BackgroundImage": "https://i.imgur.com/5K50I7S.png", /// Radar background image URL. "OverlayImages": [ /// List of decorative overlay images layered on top of the radar. "https://i.imgur.com/6L4TG7R.png", /// First overlay image URL. (Additional overlays use the same format.) "https://i.imgur.com/UilagDt.png", /// Subsequent overlays omitted explanation — same format as above. "https://i.imgur.com/Dh5uXPs.png", "https://i.imgur.com/6rSarf6.png", "https://i.imgur.com/yyBuEB9.png" ], "UISize": 0.12, /// Radar UI size as a fraction of screen size. "MaxDetectRange": 100.0, /// Maximum detection range in meters. "DurabilityDrainInterval": 30.0, /// Interval between durability drains (seconds). "DurabilityDrainAmount": 1.0, /// Durability removed per drain tick. "RequireItem": true /// true = only a geiger counter with the configured skin works. false = any geiger counter works. } }, "Aquaculture": { /// Aquaculture / fish breeding system settings. "Enabled": true, /// Enable the aquaculture system. "ReplacementMaxHealth": 5000.0, /// Max HP of the fish cage replacement entity. "BoxMaxHealth": 5000.0, /// Max HP of the aquaculture storage box entity. "EffectDuration": 5.0, /// Duration of aquaculture-related effects (seconds). "EffectTickInterval": 0.03, /// Aquaculture effect tick interval (seconds). "RarityMultiplier": 3, /// Rarity bonus multiplier applied to bred fish. "LargeFishCage": { /// Large fish cage configuration. "DisplayName": "Large Fish Cage", /// Display name of the large cage item. "BreedingIntervalMinutesMin": 3.0, /// Minimum breeding interval (minutes). "BreedingIntervalMinutesMax": 5.0, /// Maximum breeding interval (minutes). "BoxSlots": 30, /// Inventory slot count inside the cage. "FishSizeMultiplier": 2.0, /// Size multiplier for fish bred in this cage. "EnableMaxPerPlayer": false, /// A setting that limits the number of fish cages that can be placed. "MaxPerPlayer": 2 /// Fish cage place limit }, "SmallFishCage": { /* ... same structure as LargeFishCage, omitted ... */ } }, "Fish": [ /// Master fish catalog. 300+ species defined by default. { "ItemShortName": "fish.sardine", /// Base vanilla fish shortname this custom fish is built on. Valid values: fish.anchovy, fish.catfish, fish.herring, fish.orangeroughy, fish.salmon, fish.sardine, fish.smallshark, fish.troutsmall, fish.yellowperch. "SkinId": 3683947483, /// Workshop skin ID that uniquely identifies this custom fish. Same shortname + different skin = different species. "Name": "Sulfur Fish", /// Display name shown in UIs and chat. "MaxSize": 100.0, /// Maximum size of this fish in cm. "MinSize": 20.0, /// Minimum size of this fish in cm. "Growth_A": 0.0188, /// Growth formula coefficient A. Weight(kg) = A × Size^B / 1000. "Growth_B": 3.04, /// Growth formula exponent B. Weight(kg) = A × Size^B / 1000. "Biome": "All", /// Biome restriction: "All", "Arid", "Temperate", "Tundra", "Arctic", or "Jungle". Ignored if EnableBiomeCheck = false. "Rarity": 2, /// Rarity tier 1–5 (★1 to ★5). Used for rarity weight calculation. "ProcessedItemShortName": "sulfur", /// Shortname of the item produced when this fish is cooked/processed. "ProcessedItemSkinId": 0, /// Skin ID of the processed item. Links to the corresponding ProcessedItemEffects entry. "DisplayName": null, /// Display name of the processed item (null = use default name). "ProcessedItemAmount": 50, /// Base amount of processed item given. Scales with the caught fish size. "Description": "A mysterious fish that can be found anywhere and can explode when provoked." /// Description text shown in the fish encyclopedia. } /* ... 300+ additional fish entries follow with the same structure, omitted ... */ ], "ProcessedItemEffects": { /// Per-processed-item effects applied when a player consumes the item. Key = Skin ID matching Fish.ProcessedItemSkinId. "3687258712": { /// Example entry. Each key is a unique skin ID linking to a processed fish item. "DisplayName": "Raw white fish", /// Display name of this processed item. "InstantHealth": 5.0, /// Instant health restored on consumption. "HealthOverTime": 5.0, /// Health restored over time (HoT). "Calories": 80.0, /// Calories restored. "Hydration": 15.0, /// Hydration restored. "PoisonReduce": 50.0, /// Poison meter reduction. "BleedingReduce": 0.0, /// Bleeding meter reduction. "RadiationReduce": 0.0, /// Radiation meter reduction. "Buff": { /// Tea-style buffs applied on consumption. Any buff with Value = 0 or DurationMinutes = 0 is skipped. "Wood": { /// Wood yield tea buff. "Value": 0.0, /// Buff strength in percent (e.g. 100 = +100% wood yield). "DurationMinutes": 0.0 /// Buff duration in minutes. 0 disables this buff. }, "Ore": { "Value": 100.0, "DurationMinutes": 15.0 }, /// Ore yield tea buff (+100% for 15min). "Scrap": { /* ... same {Value, DurationMinutes} structure ... */ }, /// Scrap yield tea buff. "MaxHealth": { /* ... */ }, /// Max health tea buff. "MoveSpeed": { /* ... */ }, /// Move speed tea buff. "Harvesting": { /* ... */ }, /// Harvesting tea buff. "Fishing": { /* Value 100, Duration 30 */ }, /// Fishing boost (increases rare-fish chance). Default Value 100 across all processed fish. "Farming": { /* ... */ }, /// Farming (better genes) tea buff. "ComfortBuff": { /* ... */ }, /// Comfort tea buff. "Clotting": { /* ... */ }, /// Clotting (bleed resistance) tea buff. "Warming": { /* ... */ }, /// Warming tea buff. "Cooling": { /* ... */ }, /// Cooling tea buff. "HunterVision":{ /* ... */ }, /// Hunter vision tea buff. "Metabolism": { /* ... */ }, /// Metabolism booster tea buff. "Crafting": { /* ... */ }, /// Crafting quality tea buff. "RadResist": { /* ... */ }, /// Radiation resistance tea buff. "HorseSpeed": { /* ... */ } /// Horse gallop speed tea buff. } } /* ... additional ProcessedItemEffects entries follow with the same structure, omitted ... */ } } Q. Can you translate information about fish species? A. Yes. This product includes translation data. This data includes Chinese, Russian, Ukrainian, and Japanese. You will need to select one and manually replace the existing text. VOID / NINJA WORKS DISCORD : https://discord.gg/U8uxePjSyA MADE IN JAPAN
    $30.00
  22. How do I create a new underwear skin?
  23. Item "Extended Magazine" is not work. It is limited to the capacity of the Config.

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