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Everything posted by SlayersRust
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Can we get the BetterNPC Custom files updated? I know there a huge update to BetterNPC Custom files could you please include the most updated BetterNPC files of this map? I just purchased it and would like to run the map and wipe my servers soon
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Version 1.0.0
12 downloads
The Ultimate Sleeper-Cleanup & Anti-Exploiting Solution for Your Rust Server Take full control of your server’s safezones and monuments with this powerful, plug-and-play ZoneManagerAutoZones Config. Designed for performance, fairness, and monument stability, this config automatically ejects all sleepers from protected areas, eliminating exploits and ensuring loot respawns correctly. What This Config Does: Ejects Sleepers From EVERY Safezone Outpost Bandit Camp Large Barn Ranch Fishing Villages Players can no longer: Hide with their loot inside safezones Log out safely in protected areas Abuse safezone terrain or hidden corners Your safezones stay clean, fair, and clutter-free. Monument Sleeper Removal (Fully Automated) All monuments are included! When a player logs out inside a monument or loot area, they are instantly ejected a correct distance away. 100s of hours spent getting the perfect distances to eject sleepers outside of all monuments. This config has been tested on 12+ of my own servers for a few years now so I know it works wonders! This prevents: Lootroom blockage Respawn delays Hidden sleeper stash spots Players “living” inside high-value locations Loot respawns fast, monuments stay active, and farming loops become fair for everyone. Custom Warning Messages (Entering + Leaving Zones) Players receive special safezone warnings: Entering Zone: Example Message - Message is better in the actual config when purchased: “You are entering a NO-SLEEPING ZONE. Logging out here will eject your body!” Leaving Zone: “You are leaving a protected area.” This ensures there is no confusion and players always know the rules. Why This Config Is a Must-Have Without sleeper ejection, Rust safezones and monuments fill up with: Dead bodies AFK sleepers Hidden loot hoarders Clutter that slows loot respawn With this config: Loot cycles stay active Monuments stay clean Safezones remain functional Players cannot hide or exploit “permanent safety spots” Your server becomes faster, cleaner, and more competitive. Completely Automated Just drop the config into your server and reload! Everything runs automatically using ZoneManager + AutoZones. We suggest unloading ZoneManager.cs and ZoneManagerAutoZones.cs then deleting the ZoneManager data file before loading up our config so you have a fresh install! No complicated setup. No manual editing. No zone-by-zone tweaking. Simply install and enjoy. Perfect For Servers Who Want Fair loot flow Active monuments Anti-AFK & anti-exploiting protection Clean safezones Preventing sleeper stash abuse A balanced PvP environment$9.99- 10 comments
- 1 review
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- 3
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- #plugin
- #zonemanager
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- 72 comments
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- #wallpaper
- #wall
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- 421 comments
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- #builder
- #automation
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I really wish the Racetracks had better barricades or invisible barriers around the edges of the course. Every complaint I get seems to be because Go Karts get stuck on the edges of the track almost constantly and also players go out of bounds like crazy. Would like to see better barriers before I get another arena
- 1 comment
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- #racetrack
- #race
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(and 7 more)
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Version 1.0.0
16 downloads
One Grid Launch Site – 1400K LAUNCH SITE MONUMENT FOCUSED SMALL ONE GRID RUST MAP! One Grid Launch Site is a compact, fast-paced 1400k fantasy Rust map. Even at its small size it was important to me to make the beach waters extremely shallow with endless space to build! The problem with most other One Grid Maps is there is never anywhere flat or interesting to build a base for players. I feature huge, open, perfectly flat build zones that let players design bases of any size for a Solo or a Zerg. I even utilized the ocean areas by placing "7" Total Underwater Buildable Bunker Bases for players to hide from the chaos. The terrain also has many other unique “X” build areas and I even have brought back the classic Bus Stops you could build in with my own style of Giant Bus Stop bases to build a base inside, arch-rock hideaway caves, scattered flat peninsulas, custom homes, military-inspired structures, and much more. The center of the island is rich with monuments and loot routes where players can battle it out, while the ocean sides are built for pure creativity with base builders in mind, offering nonstop base-building potential. One Grid Launch Site blends exploration, freedom, and intense Rust gameplay into one tightly crafted map. What Sets It Apart: • Creative selection of flat “X” building zones created for maximum freedom. • The Beach Ocean is extremely shallow and massively flat for endless base building! • Built for smooth performance with a very low entity count whether you’re solo, in a team, or running high-pop servers. • Includes a Custom Map Route for the Convoy Plugin Custom Build Zones: Low-prefab, FPS-friendly buildables: 7 Underwater Bunker Bases Arch Rock Caves to build Hidden structures Unique build pockets Custom Buildings Custom Bus Stops Many Facepunch Monuments Included • Launch Site • Dome Sphere Tank • Missile Silo • Large Oil Rig • Small Oil Rig • SuperMarket • RadTown • Warehouse • Gas Station • 2x Lighthouse • HQM Quarry • Sulfur Quarry • Stone Quarry • Jungle Ziggurat Ruins • Several Power SubStations • Several Waterwells • Fishing Village/Outpost/BanditCamp/Ranch Combined — and more. Map Info: Size: 1400K Prefabs: ~2204 Support: Discord: DarkoRust$19.99- 1 review
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- #custom map
- #one grid
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- #custom map
- #one grid
- #launch site
- #launchsite
- #small map
- #fun
- #shallow beach
- #buildable monument
- #bus stop
- #missile silo
- #lighthouse
- #oil rig
- #dome
- #sphere tank
- #1400k
- #x spot
- #build spot
- #builder
- #building
- #custom monument
- #onegrid
- #build zone
- #rust map
- #facepunch
- #supermarket
- #gas station
- #cave
- #arch rock
- #rock fomation
- #epic
- #1400
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Is it possible to make Engine Upgrading require both Materials and Server Rewards points? I like a good progression system on my server and would for it to require both "Upgrade Cost": { "Resource Costs (ItemShortName: Amount)": { "scrap": 10000, "lowgradefuel": 30000, "metal.fragments": 75000, "metal.refined": 10000 }, "ServerRewards Points": 150000, "Economics Money": 0.0
- 48 comments
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- #boat
- #controller
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Sorry for bringing it up here, but you know how Rust is hah. Full of errors and it will be good data if someone else has the same issue and comes across the thread, Your plugin is working great by the way and players love it, you can close ticket
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I could only place them on top of the VendingMachine using Left mouse Click. I did what you asked but couldnt right click place myself
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He said It was just one small box on top of vending machine. But maybe because both of these utilize right clicking to place items there could be a conflict?
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He placed it with right click and only the contents dissapeared. I have no other plugins similar to placery extended that allow such item placements except maybe "ObjectStacks" Plugin. But he only had one box placed. I'm guessing its possible there is a conflict between ObjectStacks and PlaceryExtended maybe? As boxes can also be stacked using ObjectStacks. let me ask him if any boxes were also stacked in this area
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He placed the box on a Vending Machine not a tool cupboard
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Here is my config attached and I'll answer the rest once the player replies who reported this PlaceryExtended.json
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So a regular player on my server reported that he used placery extended to place a small box on top of a vending machine and when he came back to it when he logged on again all his loot was gone from the box. He has no clan mates on a truepve server with it locked and sealed behind many keylock doors. He didnt want anything replaced so I trust his ticket. It might be a shot in the dark but the only variable I could think of causing this is using PlaceryExtended to place the small box. Maybe try some testing of this. It could be completely unrelated to your plugin but I thought I'd report it in case it happens to anyone else The items that were placed inside of it were HeliSignals Plugin Supply Signals if that info matters.
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Version 2.0.0
27 downloads
BUILDERS ISLAND – 4500K CREATIVE RUST MAP Builders Island is a fun to explore, builder-friendly 4500k Rust map loaded with every major monument and a ton of custom build spots. Designed for smooth performance, creative freedom, and competitive gameplay. What Makes It Special Fully connected train tracks + underground rails for fast travel and tactical control Endless Custom Buildable areas that players will love! Diverse terrain: forests, deserts, coasts, cliffs, valleys & plateaus Perfect for solos, clans, builders, and high-pop servers. Dozens of Custom Build Zones marked with an "X" on the Map Low-prefab, FPS-friendly buildables: Custom caves Underwater Locations to build a base Hidden structures Unique build pockets All Facepunch Monuments Included Launch Site • Military Tunnels • Military Base • Silo • Airfield • Power Plant • Water Treatment • Trainyard • Harbors • Outpost • Excavator • Oil Rigs • Arctic Base • Junkyard • Sphere Tank • Satellite Dish • Ferry Terminal • Sewer Branch — and more. Map Info Size: 4500k Prefabs: ~10,681 Support Discord: DarkoRust$24.99- 2 reviews
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- #custom map
- #build zone
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It seems the error was related to EpicLoot most likely not having its harmony patches unloaded or loaded correctly ```NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.EpicLoot+Item_MaxStackable_Patch.Prefix (Item __instance, System.Int32& __result) [0x00012] in <10d6d2f9a45849b5adb85ae604baff35>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Item.MaxStackable_Patch1(Item) at Oxide.Plugins.StackModifier+Item_MoveToContainer_Patch.Prefix (Item __instance, ItemContainer newcontainer, System.Int32 iTargetPos, System.Boolean allowStack, System.Boolean ignoreStackLimit, BasePlayer sourcePlayer, System.Boolean allowSwap, System.Boolean& __result) [0x00382] in <10d6d2f9a45849b5adb85ae604baff35>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Item.MoveToContainer_Patch2(Item,ItemContainer,int,bool,bool,BasePlayer,bool) at PlayerInventory.MoveItem (BaseEntity+RPCMessage msg) [0x0049f] in <e3bab6156a0f4d1f9f14ca17ed4ebcae>:0 at PlayerInventory.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) [0x001e4] in <e3bab6156a0f4d1f9f14ca17ed4ebcae>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) PlayerInventory:OnRpcMessage(BasePlayer, UInt32, Message) BaseEntity:SV_RPCMessage(UInt32, Message) ServerMgr:OnRPCMessage(Message) ServerMgr:OnNetworkMessage(Message) Facepunch.Network.Raknet.Server:ProcessRead(NetRead) Network.BaseNetwork:Cycle() ServerMgr:Update() 35.146.4.141:38436/76561198283563488/GonzEvo8 kicked: RPC Error in MoveItem```
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Getting tons of RPC Error in move item on my server, server restart doesn’t help. Posting this because it might be stack modifier related. I cannot get the server working no matter what I do.
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- 233 comments
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- #jtedal
- #mad mappers
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(and 7 more)
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Scientist2 OilRig Scientists are unkillable until I unload EpicLoot Plugin. I went down a massive rabit hole of unloading plugins 1 by one all day to find the cause of my unkillable oil rig scientists. Several other server owners reported the same thing to me. Seems like EpicLoot is the cause. Please have a look into this
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I unloaded MonumentOwner plugin but I still cannot kill the scientists and I know someone who doesn’t use this plugin with the same issue. I think the issue lies elsewhere. I did a o.unload * to unload all plugins and it fixed the issue. I recommend unloading plugins 1 by 1 until you can kill scientists again
- 233 comments
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- #jtedal
- #mad mappers
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(and 7 more)
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