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Code Brothers

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Everything posted by Code Brothers

  1. Changed Fixed In to Next Version
  2. Changed Status from Pending to Fixed Changed Fixed In to 1.6.0
  3. Changed Fixed In from 1.6.0 to Next Version
  4. Changed Status from Pending to Work in Progress Changed Fixed In to 1.6.0
  5. Weird, I can look into compatibility issues.
  6. Weird, on my behave I didn't test much at Ferry Terminal, is it just there that Bradley doesn't spawn? Also I'll move the placement for the spawns too, those are a bit weird lol.
  7. Code Brothers

    spamming console

    Changed Status from Pending to Fixed Changed Fixed In to 1.1.0
  8. Code Brothers

    spamming console

    New version out now!
  9. Code Brothers

    spamming console

    Ah, I know exactly why, fixing it now!
  10. Version 1.1.0

    6 downloads

    Transform quarry monuments into contested PvP hotspots with dynamic resource spawns and hostile defenders, without disrupting vanilla quarry functionality. When a quarry is activated, resource-rich ore nodes emerge around the monument while scientists and guard dogs materialize to defend it. Players must fight through NPC resistance while competing with rivals, naturally creating intense PvP encounters and contested monument control. Rather than creating a separate event system, Quarry Assault reacts directly to quarry activation, making these monuments feel dangerous, alive, and worth fighting over. Designed to feel fully integrated with Rust’s mechanics, Quarry Assault automatically starts when quarries turn on, respawns resources periodically, and cleans up when the quarry shuts down or all defenders are eliminated. Features • Automatic activation when any quarry starts running • Enhances (does not replace) vanilla quarry behavior • Resource-rich ore node spawns (metal, sulfur, stone) • Hostile scientist NPCs with AK-47s and hazmat suits • Guard dog patrols for additional defensive layers • Intelligent quarry type detection (Stone, Sulfur, HQM) • Cinematic spawn animations — nodes and NPCs rise from the ground • Configurable spawn radius and density • Periodic node respawning while the quarry is active • Clean despawn when quarry stops or defenders are eliminated • Modern in-game admin control panel • Server-wide event alerts and UI notifications • Performance-aware spawning logic with staggered delays • Fully configurable spawn counts, timings, and distances Chat Commands (Admin Only) /quarry Opens the Quarry Assault control panel to view active events and adjust settings Permissions quarryassault.admin Required to start, stop, or configure Quarry Assault events Configuration { "NodeCount": 25, "NPCCount": 30, "DogCount": 10, "EventRadius": 50, "MinNodeDistance": 5, "MinNPCDistance": 3, "MinNodeToNPCDistance": 4, "NodeRespawnTime": 300, "NodeSpawnDelay": 0.15, "NodeRiseTime": 1.5, "NPCSpawnDelay": 0.2, "NPCRiseTime": 1.0, "DogSpawnDelay": 0.15 } Default values are tuned for balanced risk, server performance, and rewarding PvP encounters. How It Works When a quarry activates: • The plugin detects the quarry type (Stone, Sulfur, or HQM) • Resource nodes spawn in a radius around the quarry with rising animations • Scientists materialize to defend the resources • Guard dogs patrol the perimeter • Server-wide alerts notify all players During the event: • Nodes respawn periodically (configurable) • NPCs roam within the event radius and engage players • The event continues as long as the quarry is powered When the event ends: • If defenders are eliminated: NPCs despawn, nodes remain • If manually stopped: All entities are removed cleanly • The quarry returns to vanilla behavior Notes Quarry Assault is built to enhance vanilla Rust, not override it. Quarries function exactly as expected , this plugin simply raises the stakes and increases monument contestation. Ideal for PvP-focused servers, progression-based gameplay loops, and servers looking to make monuments feel more alive. Multi-quarry support: Stone Quarry, Sulfur Quarry, and HQM Quarry supported simultaneously. Performance optimized: Staggered spawning prevents server lag even with large entity counts. Created by CodeBrothers Check out our other work on Codefling
    $19.99
  11. Changed Status from Pending to Fixed Changed Fixed In to 1.5.0
  12. Code Brothers

    Bad things happened!

    Interesting, I will look into this and see how it will work in game!
  13. Code Brothers

    Bad things happened!

    Oh why thank you! Really quick, would you happen to have any other event ideas that you would think would be a nice addition, currently on a underwater lab event.
  14. Code Brothers

    Bad things happened!

    Nice to hear, also I will prevent scientists from spawning in rock piles, thanks for bringing that to my attention!
  15. Code Brothers

    Bad things happened!

    Changed Status from Work in Progress to Fixed
  16. Code Brothers

    Bad things happened!

    Haha, good to hear man, hope you enjoy it!
  17. Code Brothers

    Bad things happened!

    Dude, I am honestly stumped here, are you on oxide or carbon?
  18. Code Brothers

    Bad things happened!

    Try unloading all other plugins, and try just the excavator event.
  19. Code Brothers

    Bad things happened!

    I honestly do not know what could be wrong, all my plugins load fine, as far as my knowledge other buyers haven't encountered this problem. It also could be interacting with other plugins running on your server.
  20. Code Brothers

    Bad things happened!

    Changed Status from Pending to Work in Progress Changed Fixed In to 1.2.0
  21. Code Brothers

    Bad things happened!

    In game currently, everything seems to be working fine, make sure you're using it correctly.
  22. Unloaded plugin ArmedDeployment v4.1.1 by CodeBrothers Loaded plugin ArmedDeployment v4.1.1 by CodeBrothers now to get the cleanup working better.
  23. Code Brothers

    Bad things happened!

    try o.grant group admin excavatorevent.admin
  24. Code Brothers

    Bad things happened!

    I am confused, did it ever compile?
  25. Code Brothers

    Bad things happened!

    It's all lowercase, most likely why it never worked.
2.2m

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