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Everything posted by Harbard
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Loaded plugin IQSorter v1.13.17 by Mercury -- I manually added the folders and photos and got it to work, but maybe look into why it didnt auto-populate?
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Server Log: [IQSorter] Failed to load the following images: UI_ICO_PICK, UI_ICO_SIMULAR, UI_ICO_SORTED. Perhaps you did not upload them to the 'data/IQSystem/IQSorter/Images/' folder. You can download it here - https://drive.google.com/drive/folders/1p5aaswjBOjbd8el9gXzh0baI291Ekali?usp=sharing Unloaded plugin IQSorter v1.13.17 by Mercury also, i downloaded the images and tried to find "'data/IQSystem/IQSorter/Images/' folder." but no such folder exists & IQsystem Folder doesnt even exist in my data folder
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GUIShop Custom Pre-Built Config - Updated 2026
Harbard commented on Harbard's file in Customizations
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Changed Status from Pending to Not a Bug Changed Fixed In to 1.1.0
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update and reload ImageLibrary, LangAPI, and be using version 2.2.47 of GUIShop, and buttons are working
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Also, try hitting the "toggle" option in the lower left
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I will look into this ASAP - start by making sure the GUI shop plugin is up-to-date by the original author
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Version 2.0
108 downloads
GUIShop Custom Pre-Built Config — Updated 2026 Scrap Economy Configuration for GUIShop A fully pre-built, progression-conscious Scrap economy configuration for GUIShop by Khan, designed for server owners who want a broad global shop without destroying normal Rust progression. This configuration has been built around one core principle: The shop should be convenient — not the best way to play the game. Players gain reliable access to a wide range of items, but normal gameplay methods such as farming, crafting, monument runs, recycling, looting, and vanilla vending machines remain economically relevant. The economy has been reviewed, tested, compared, and refined across more than 1,200 current Rust shop entries to create pricing that feels consistent, understandable, and difficult to exploit. PRICING PHILOSOPHY Item values are calculated using a combination of: • Existing Scrap value • Recycler returns • Vanilla vending machine prices • Crafting requirements • Workbench tier • Item rarity • Progression impact • Convenience value • Economic exploit potential Raw material value alone is not enough to determine a fair shop price. Progression-sensitive items receive additional pricing weight so that powerful or late-game items remain appropriately expensive even when their base crafting materials appear relatively inexpensive. The result is a shop that acts as a useful fallback and convenience system without replacing normal Rust progression. WORKBENCH & PROGRESSION PRICING Workbench requirements are incorporated directly into pricing. Items requiring higher workbench tiers receive additional value based on the progression required to obtain and craft them normally. This is especially important for items such as: • Rockets • C4 • High-tier firearms • Advanced components • Late-game armor and equipment • Progression-sensitive deployables A Tier 3 item should not become cheap simply because its raw crafting ingredients produce a low mathematical total. The configuration instead accounts for the actual progression value of accessing that item. EXPLOSIVES & RAID MATERIALS Gunpowder, explosives, ammunition components, and raid-related items receive additional pricing weight. This is intentional. Purchasing raid materials directly from a global shop should be possible as a convenience, but it should generally remain more expensive than gathering resources and producing those items through normal gameplay. This helps preserve: • Farming value • Sulfur progression • Monument activity • Crafting • Player risk • Raid preparation The shop can help finish a raid loadout. It should not become the most efficient way to manufacture one. BUYING All purchasable items use whole-number Scrap prices. This keeps purchasing simple, predictable, and compatible with physical Scrap as the primary economy currency. Pricing has been updated and standardized across 1,200+ current Rust shop entries. The shop includes broad access to normal Rust items while intentionally maintaining a premium for global convenience. Vehicles Vehicles are intentionally excluded from global purchasing. Vehicles should continue to be: • Crafted • Obtained naturally • Purchased from appropriate vanilla vendors • Acquired through server-specific vehicle systems Allowing major vehicles to instantly appear through a global shop undermines several existing Rust systems, so they are deliberately excluded. SELLING Players can only sell items specifically included in the dedicated Sell category. This is intentional. Normal shop items cannot simply be purchased and immediately sold back for Scrap. Sell prices are kept below purchase value and have been balanced against common conversion methods, including: • Recycling • Crafting • Processing • Resource conversion • Vanilla vending machines • Plugin-based economic systems Where fractional sell values are necessary, clean values are used instead of awkward numbers such as: 0.163 or 0.665 The goal is to keep the economy understandable while still allowing precise enough pricing to prevent profitable loops. SPECIAL & SCAVENGER ITEMS The dedicated Sell category also gives economic value to several unusual, legacy, miscellaneous, or otherwise low-use Rust items. Examples include: • Paper • Research Paper • Glue • Sticks • Batteries • Blood • Bleach • Duct Tape • Documents • Tags • Miscellaneous scavenged items Many of these items have little or no meaningful use in normal Rust gameplay. This configuration turns them into useful scavenger loot. Instead of finding an unusual item and immediately throwing it away, players may now have a reason to bring it home and sell it. This is particularly useful for modded servers running expanded loot systems. CUSTOM LOOT COMPATIBILITY The scavenger economy works especially well alongside plugins or server systems that add custom loot to: • Monuments • Static props • Crates • Containers • Furniture • Vehicles • NPC loot • Custom events • World-generated loot sources Low-value junk items can become meaningful secondary rewards without needing to be powerful crafting ingredients. This allows server owners to expand loot diversity while still giving players a practical reason to collect unusual items. ANTI-EXPLOIT ECONOMY DESIGN The configuration has been reviewed specifically for common Scrap-generation loops and economic exploits. Examples include: • Buy item → recycle item → sell materials • Buy ingredients → craft item → sell result • Buy resource → process resource → sell output • Vendor conversion loops • Fertilizer conversion loops • Horse Dung exploits • Recycler arbitrage • Buy/sell price inversion • Cheap progression bypasses • Resource conversion exploits Items capable of creating obvious economic loops are: • Repriced • Restricted • Removed from selling • Removed from global purchasing where appropriate The objective is straightforward: The shop should provide convenience. It should never provide infinite Scrap. GLOBAL SHOP DESIGN The default configuration is designed around a global “Amazon-style” shop. Players can access a broad range of normal items without requiring individually placed shop NPCs or traveling to specific physical locations. The convenience premium is what keeps the rest of the game relevant. Players still have economic reasons to: • Loot monuments • Farm resources • Craft items • Use recyclers • Explore the map • Visit vanilla vendors • Scavenge • Trade • Participate in server content The shop fills gaps in progression rather than replacing progression itself. ECONOMY GOALS This configuration is designed to provide: • Predictable Scrap pricing • Broad global item access • Progression-aware values • Higher pricing for powerful late-game items • Controlled resale • Meaningful scavenger loot • Reduced arbitrage opportunities • Protection against common Scrap-generation loops • Continued value for crafting and gathering • Continued relevance for vanilla vendors • Convenience without replacing normal gameplay INSTALLATION Make sure GUIShop is fully updated. Install or update any dependencies required by your current GUIShop version, such as ImageLibrary and LangAPI where applicable. Back up your existing GUIShop configuration. Download the included configuration file. Replace your existing GUIShop configuration located at: server/oxide/config/GUIShop.json Reload GUIShop or restart the server. Done. IMPORTANT This package is a pre-built configuration for GUIShop. It does not replace GUIShop itself. GUIShop must be installed separately. Server owners should always back up their existing configuration before installing a replacement configuration. Because Rust, GUIShop, and server economies continue to evolve, individual server owners may still wish to adjust selected values to match their own gather rates, loot multipliers, wipe schedules, or progression speed. The included values are intended to provide a strong, balanced starting economy rather than force every server into exactly the same progression model. RECOMMENDED FOR This configuration is particularly well suited for servers that want: • Scrap-based trading • A global GUI shop • Broad item availability • Strong progression preservation • Controlled player resale • Expanded scavenger economies • Custom loot integration • Reduced economic exploits • Convenience-focused shopping • A ready-to-use economy foundation It is especially useful for modded servers where players encounter a wider range of loot than standard vanilla Rust provides. WHY USE A PRE-BUILT CONFIG? Building a large GUIShop economy is not difficult because of the JSON. The difficult part is deciding what everything should actually cost. A shop containing hundreds or thousands of items creates interconnected economic relationships between: • Crafting recipes • Recycler outputs • Resource values • Workbench progression • Vending machines • Player resale • Raid materials • Components • Custom loot • Server progression Changing the value of one item can unintentionally affect several others. This configuration is intended to eliminate most of that initial balancing work and provide server owners with a ready-to-use economy that can then be adjusted to match their individual server. Instead of starting with an empty shop and hundreds of pricing decisions, you start with a complete economic framework. SUMMARY GUIShop Custom Pre-Built Config — Updated 2026 provides a complete Scrap-based economy for GUIShop with more than 1,200 modernized shop entries, progression-aware pricing, controlled selling, scavenger-item support, and extensive anti-exploit balancing. It is designed for server owners who want the convenience of a large global shop without turning Scrap into an infinite resource or making normal Rust progression irrelevant. Convenience without replacing gameplay. That is the entire philosophy behind the configuration.$2.00 -
Plugin to set the amount of resources in Train Yard event
Harbard replied to Kleementin's topic in General
Loottable -
This occurs every time a raidable base takes any kind of damage to any of its walls/deployables
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https://drive.google.com/file/d/1bX7o0iaZOgTbgigoJ1IDpA3gKD3wCzgb/view?usp=sharing here is the video
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I sent you a Friend req - Harbard - i also recorded a video of what it is doing. It changed a bit and some things started working, others are still not working. Raidable bases is still not working - but i det get a helicopter and jugg to spawn. And this time i wasnt getting the double messages by bots i still got the odd gui numbers/it doesnt disable on raid end. i'll show you when you add me, ill upload it
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will do! thank razor
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I've already tried deleting RR.cs and the configuration Reinstalling it and redoing the configuration- no change I've also reinstalled and redone the configuration for RB, no change
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I've tried removing the perms req, no change And it's not just me testing it, I will watch a player raid a base and it never happen, I will also ask them if they got a chat message about the raid and they will say no And the double message is in the chat, not the gui The only thing odd about the GUI is it will show the wrong wave, ie, 3/2 And no, if I do a raid to test it I'm only in godmode. And i have raidable bases set up to "complete when player destroys tc" i also get a message in the console saying "x has completed a raidable base at y12" ect and it still doesn't trigger a raid
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the only odd thing ive been told by my players is that when they get a raid triggered by a NPC ( like the BetterNpc wandering ones ) it shows them the "we are coming to raid you" message twice
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also if you need a modlist or any screenshots lmk
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if you need my raidable bases config / easy - nightmare profiles lmk and ill send um
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and that's great to know, i can set him up with the frankie outfit - OR - Do you recommend him not having an assigned kit? is frankie default wear?
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i am using a kit on him, but in my setup the kit is "full plate armor" and all the others are just nomad hazmats so i would be able to see him
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Yes all perms are granted to group "default and Admin"
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Paid version of RB with the Tier 3 package + the custom bases expansion by SirApesAllot All in radiable places - Including my personal "TEST" base that I built just to see the triggers and such I am using many mods that alter Airdrops ( Vehicle Airdrops - Plane Crash Event - Loottable ) For Heli's the option is enabled on the Tier or raid against my players i want a helio to support the raid ( expert - nightmare ) Even if I /randomraid here expert, it still doesn't call the Heli in The Juggernaughts never spawn The GUI shows the wrong "wave" ie wave 3/2 ( unless you have your syntax backwards? )
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The "Start by killing NPC's" section of the mod is working great however I cannot get it to spawn a raid when a player completes a Raidable Base nor can i get a heli / juggernaught / or airdrop on completion to spawn on any raid - ( the only two I'm using / that are working being either admin spawning it in /randomraid here expert OR a natural"" one by killing bots. When a player raids a RB i can see the console message saying he has successfuly raided base at x/x yet the player doest see any toggled raid message/ nor get a raid against them here is my lang file and my RR config RandomRaids.json RandomRaids.json
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is it something to do with the "remote" access station adding and unadding the id's?