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Everything posted by xNullPointer95
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Dont laugh, i just woke up and opened my eyes before, just answered fast so you dont feel im ignoring you On unload only new entities gets vanilla behavior. The already placed entities will continue working with wireless power. (Commands will not work anymore since they are getting unregistered automativally when plugin unloads) - So after unload new placed IO Entities has vanilla behavior. This brought me now to the idea to have a new config to decide if wireless power behavior stays patched or not. Regarding the limit: You mean a placement limit right? So example if you have configured "ceilinglight" -> "5" you can only place 5 ceilinglights after placing a 6th it would say like "Limit reached 5/5" or so, right? Is it really needed or is it specifically ment for auto turret? Question: Do you use any plugin to detected a raid? Thank you Btw. you can join our discord to communicate faster https://discord.gg/rGm7VS5ERc
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Version 1.0.0
7 downloads
xStackSize xStackSize gives you full control over item stack sizes on your Rust server. Globally and permission-based. Fine-tune your economy, balance progression, or create VIP advantages with flexible and performance-friendly stack management. Whether you want larger stacksize for QoL, custom stacksizes for specific groups/permission, or complete control over your servers stacking system. INFO: xStackSize supports multiple permissions at the same time. If a player has more than one stack permission, the plugin automatically applies the highest stack size based on your configuration. The highest value always wins - whether it's global or permission-based. Example: If global is set to x3 and a permission gives x1, the player will use x3 since it’s higher. (If he has that permission) Features Global stack size control Permission-based StackSizes (VIP / ranks / groups) Custom StackSize per item Custom StackSize for CUSTOM ITEMS Blacklist items Easy to configure Performance friendly designed Permission-based StackSizes: You can use any permission name in the config, as long as it starts with xstacksize. Examples: xstacksize.pro, xstacksize.vip, xstacksize.premium etc.. You can create multiple stack-size permissions. Simply copy and paste a new permission block in the config and give it a different permission name. Various Constellations (Examples, for better understanding) Config (Use value '0' for UNLIMITED) { "StackSizeMultipliers": { "Weapon": 1.0, "Construction": 1.0, "Items": 1.0, "Resources": 1.0, "Attire": 1.0, "Tool": 1.0, "Medical": 1.0, "Food": 1.0, "Ammunition": 1.0, "Traps": 1.0, "Misc": 1.0, "Component": 1.0, "Electrical": 1.0, "Fun": 1.0, "CustomItems": 1.0 }, /* FixedItemStackSizes are fixed values, not a multiplier */ "FixedItemStackSizes": { "wood": 0, "stones": 0 }, "PermissionStackSizeMultipliers": { "xstacksize.vip": { "Weapon": 1.0, "Construction": 1.0, "Items": 1.0, "Resources": 1.0, "Attire": 1.0, "Tool": 1.0, "Medical": 1.0, "Food": 1.0, "Ammunition": 1.0, "Traps": 1.0, "Misc": 1.0, "Component": 1.0, "Electrical": 1.0, "Fun": 1.0, "CustomItems": 1.0 } }, "BlacklistedItems": [ "pumpkin" ] }$15.99 -
Version 1.0.0
2 downloads
xAutoCodelock xAutoCodelock enhances the building experience by intelligently automating one of the most repetitive tasks in Rust - managing code locks. By automatically placing, configuring, and securing locks using each player’s personal PIN, the plugin removes friction without altering the core gameplay balance. Players can focus on building, defending, and progressing, while their base security is handled smoothly in the background. Features Automatic Code Lock Placement (Configurable) Automatically places a code lock when players build deployables with lock slots (Door etc.). Personal Auto PIN System Players set a 4-digit PIN once - All future locks use it automatically. Auto Lock Newly Placed Locks (Configurable) Newly created locks are instantly locked for security. Tool Cupboard Requirement (Configurable) Can require building privilege before automation triggers. Team Access Control (Configurable) Option to allow or require team members to enter codes. Permission based usage (Configurable) Control who can use auto codelock via permissions. Admin Inspect Command Admins can check player PIN status and if player has permission to use xAutoCodelock. Persistent PIN Storage Player PINs saved across restarts. Optional Wipe Reset Automatically clears PIN data on map wipe if enabled. Plugin Preview Player Commands /xpin 1234 → Set your auto PIN /xpin remove → Remove saved PIN /xpin → Show current PIN Admin Command /xpin check <player name or steamid> Permissions xautocodelock.use - Required to use '/xpin' command xautocodelock.admin - Required for the '/xpin check' command Config { "CommandSetPin": "xpin", "RequirePermission": true, "PermissionUse": "xautocodelock.use", "PermissionAdminInspect": "xautocodelock.admin", "AutoLockNewCodeLocks": true, "AutoPlaceCodeLocks": true, "RequireToolCupboard": true, "RequireCodeForTeamMembers": true, "ResetDataOnWipe": false } Language { "NoPermission": "You don't have permission to use this command.", "CommandUsage": "Usage: /{0} 1234 or /{0} remove\n» Current PIN: {1}", "PinNotSet": "NOT SET", "PinRemoved": "Auto PIN removed.\n» New code locks will no longer be configured automatically.", "NoSavedPin": "You don't have a saved auto PIN.", "InvalidPin": "PIN must be exactly 4 digits (0000 - 9999).", "PinSet": "Auto PIN set.\n» Newly placed code locks will be automatically locked with your PIN.", "InspectUsage": "Usage: /{0} check <player name or steamid>", "InspectPlayerNotFound": "Player not found: {0}", "InspectMultiplePlayers": "Multiple players matched: {0}. Use full name or SteamID.", "InspectSummary": "Inspect: {0} ({1})\nSaved PIN: {2}\nHasPermission: {3}" }$12.99 -
Youre welcome. It wasn't a bug, but i just released a new version which lets you detect players which are not in config and if missing it moves that steamid automatically to the data file, so on next purge schedule they will be deleted :). I have also edited the plugin page with a description.
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Changed Status from Pending to Fixed Changed Fixed In to 1.0.4
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Edit: I found a way to get a player list even if they weren't tracked because the plugin was just upload. The idea is to fetch all them whoever was connected to your server and if its not in the datafile of xAutoPurge, that steamid gets into the datafile with the current date/time, so nobody is accidentally deleted and we catched the inactives. Please wait for new version
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For faster communication you can join the discord https://discord.gg/rGm7VS5ERc
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Hi, thank you for your purchase. The thing is - Your purchase is 13hours ago, so the tracking started 13hours ago and no player is flagged as inactive, it can't purge retroactively inactive players since rust doesn't provide that data somewhere, thats the reason why it needs to be tracked. I guess you have the correct config since its not much to configure and straight forwarded. If you have a list of SteamIDs (even if its 193 players) from the inactive players, you can send it to me in discord and i will prepare you a statement to get those deleted retroactively with oxide/carbon commands once.
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Changed Status from Pending to Not a Bug
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@Lumin Unfortunately i didn't receive any response yet. I added some presets at the plugin page. The plugin works fine as expected and designed.
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Version 1.0.3
18 downloads
xWirelessPower xWirelessPower transforms how players interact with electrical devices (IO Entities). Instead of running back to switches, rewiring circuits, or building complex control rooms, players can directly toggle supported powered entities simply by looking at them and using a command or even with doing a clap gesture - Creating a smoother, more responsive way to manage base systems. In short: You can simply use electrical item (IO Entities) like ceiling light, sprinkler, auto turret etc. without requireing any wire or power. Features Instant Wireless Control Turn configured devices (IO Entities) ON or OFF just by looking at them with using a command or even using the clap gesture - No switches or wiring changes needed. Optional Team Access Let teammates manage shared systems for easier group gameplay. Perfect for Base Management Quickly control turrets, lights, signs, sprinklers, and more without running around your base. Faster Reaction During Raids Activate defenses or adjust systems instantly when every second counts. Fully Customizable Server owners can choose which devices are controllable and how the system behaves through config or even with chatcommadn "whoami". ShortPrefabName gets printed and saves it automatically to the confing with default value "false". Permission Support Grant access to specific groups like VIPs, admins, or trusted players. Optional Auto Power On Devices can automatically turn on when placed for smoother setup. Performance Friendly Runs efficiently with minimal impact on server performance. Plugin Preview Chat Commands /power - Toggle the IOEntity you’re looking at. /powerall - Toggles all IO entities you’re looking at. For example, when powerall is turned on and you look at an auto turret, all auto turrets will be turned off. /whoami - Prints the looked-at entity’s ShortPrefabName and adds it to your IOEntities list in config (default value = true). Permission xwirelesspower.toggle - If 'UsePermission' is true, permission is needed. Config { "ToggleCommand": "power", "PowerAllCommand": "powerall", "GetItemNameCommand": "whoami", "UsePermission": false, "PermissionName": "xwirelesspower.toggle", "AllowTeamToggle": false, "RequireToolCupboard": false, "MaxDistanceToggle": 5.0, "AutoTurnOn": true, "TurnOnOffWithClappingGesture": true, "IOEntities": { "autoturret_deployed": true, "ceilinglight.deployed": true, "neonsigntr.deployed": true, "electric.sprinkler.deployed": true }, "PermissionBasedIOEntities": { "xwirelesspower.vip": [ "fridge.deployed" ], "xwirelesspower.vip2": [ "electricfurnace.deployed", "electricfurnace.io" ] } } - You can add as many IOEntities as you want, to get the correct name of it, just spawn/place it -> Look at it -> Use ChatCommand '/whoami' and add that shortname to your IOEntities list. ToggleCommand - Chat command players use to turn IO Entity on/off. PowerAllCommand - Chat command players can toggle to turn all IO Entities from same name on/off. GetItemNameCommand - Admin command to see the IO Entity internal name (ShortPrefabName), also saves that viewed at IOEntity automatically to config with default value "false". UsePermission - If ON, only players with permission has access to this wireless power system. PermissionName - The permission name. AllowTeamToggle - Lets teammates toggle each other’s IO Entities. RequireToolCupboard - Wirless Power does only work if within a tool cupboard. MaxDistanceToggle - How close you must be to toggle (in meters). AutoTurnOn - Devices turn on automatically when placed. TurnOnOffWithClappingGesture - As the config says, use any gesture to toggle IO Entity. IOEntities - List of devices that wireless power works with (true = enabled). Localization (If you want to disable a message just use empty value "") { "NotAllowed": "You are not allowed to use this command.", "LookAtEntity": "You're not looking at an entity.", "AddedConfigEntries": "Added to config with default value true: {0}", "DetectedShortnames": "Detected shortnames: {0}", "PowerAllNoEntity": "You're not looking at a valid wireless entity, or you lack the required permission.", "PowerAllNoMatches": "No matching IOEntities could be toggled.", "PowerAllResult": "{0}: {1} entities are now {2}.", "NoEnabledEntity": "No enabled wireless IO entity was found for that deployable, or you lack the required permission.", "NotOwner": "You can only toggle your own IOEntity.", "NoEntitiesToggled": "No IOEntities could be toggled.", "ToggleAllResult": "{0}: {1} entities are now {2}.", "ToggleSingleResult": "{0} is now {1}.", "DisabledInConfig": "{0} is disabled in config.", "CupboardRequired": "A nearby tool cupboard is required to use wireless power." }$11.99 -
DUPLICATE.
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DUPLICATE.
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Changed Status from Pending to Closed
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I think you didnt understand how it works, how should it come with preloaded Hex Codes if it depends on SteamId. The config of this plugin does only have "MaxPrefixes" not more, so i dont know what youre talking about. You just have to use ingame/console commands - If you added a prefix to a player it will be shown in the Ui. /addprefix <STEAMID> <PREFIXNAME> <#HEX> <#HEX> <#HEX>... and then the player can see and select it in the Ui. Please explain exactly whats your issue, then i can help you.
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Changed Status from Pending to Closed Changed Fixed In to 1.0.0
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Version 1.0.0
4 downloads
xFuelGenerator xFuelGenerator lets server owners easily customize Fuel Generator (Small Generator) behavior by adjusting its power output, fuel consumption, fuel tick rate, and whether generators should automatically turn on when they receive fuel - all via a simple config. Settings can be applied automatically to newly spawned generators and, optionally, to all existing generators. Features Customize generator power output Adjust fuel consumption amount Change fuel consumption tick rate Option to run generators without fuel Auto-turn on generators when fuel is added Automatically apply settings to newly spawned generators Optionally update all existing generators on the map Reload command to reapply settings instantly Console Command xfuelgenerator.reload - Reload config and update generators Config { "ApplyToExistingGenerators": true, "AutoTurnOnGenerator": false, "UseFuel": true, "FuelConsumption": 1.0, "FuelTickRateSeconds": 3.0, "OutputEnergy": 35 } ApplyToExistingGenerators - Apply settings to generators that already exist on the map. AutoTurnOnGenerator - Generator turns on automatically when fuel is added. UseFuel - If false, generators run without consuming fuel. (If false the config 'FuelConsumption' gets ignored) FuelConsumption - How much fuel is used per tick. FuelTickRateSeconds - How often fuel is consumed. OutputEnergy - How much power the generator produces.$8.99-
- #fuel
- #generator
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- 2 comments
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- #server
- #megaphone
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Version 1.0.0
1 download
xMegaphone xMegaphone is a powerful megaphone broadcast system for Rust servers that allows players and/or admins to submit custom announcements through an intuitive UI. Messages can be displayed globally as either animated sliding text or clean static text, making it perfect for announcements, events, advertisements, community communication or even selling megaphones to your players for real money. The plugin is optimized for performance and designed to run smoothly on most servers. For maximum flexibility, you can choose between two display modes depending on your server’s needs: Type 0 - Sliding Text: Eye-catching animated ticker that scrolls across the screen. Type 1 - Static Text: Performance-friendly message displayed in the center without animation (recommended for very high population servers). This allows you to balance visual impact and performance with a simple configuration change. ■ Inspired by the classic megaphone system from the game "Combat Arms" (when it wasn't dead lol), bringing that nostalgic broadcast experience to your server. Plugin Preview Permission xmegaphone.use - Needed to use the /xmp command xmegaphone.admin - Needed to use admin commands </> Chat Commands (Players) /xmp - Opens the xMegaphone UI ⌨ Chat/Console Commands (Admins) /xmp - Opens the xMegaphone UI /xmp give <steamId|partialName> <amount> - Adds megaphone uses to a player. /xmp set <steamId|partialName> <amount> - Sets a player’s megaphone uses to an exact number. /xmp reset <steamId|partialName> - Resets a player’s uses back to your configured StartingMegaphoneUses value. Config { "Uses": { "StartingMegaphoneUses": 0 }, "Message": { "MaxLength": 80 }, "Ticker": { "MegaphoneType": 0, "DurationSecondsType0": 20.0, "DurationSecondsType1": 8.0, "FontSize": 18, "ShowSender": true, "PrefixText": "[MEGAPHONE]", "PrefixColor": "#cffc03", "SenderColor": "#75ff9a", "TextColor": "#ffffff" } } ^ "StartingMegaphoneUses" = How many megaphones a player receives when added to datafile for first time.$9.99- 2 comments
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- #server
- #megaphone
- (and 21 more)
