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crash

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Everything posted by crash

  1. crash

    ores on rayls

    Changed Status from Pending to Closed
  2. crash

    July force wipe

    Changed Status from Pending to Closed
  3. crash

    HQM Nodes

    Changed Status from Pending to Closed Changed Fixed In to Next Version
  4. crash

    Ore Spawn Controller

    Glad you like it sir! all of my plugins been getting freehly done ui’s like ore spawn controller
  5. Changed Status from Pending to Work in Progress
  6. Hi pagan Your host blocks DLL uploads, so you don't have to upload the DLL at all. Use VenuxUpdater, my free installer. It downloads the extension onto your server itself, so you never upload a DLL through your host's file manager: Download VenuxUpdater.cs from https://venuxplugins.com/free/VenuxUpdater.cs Upload it to oxide/plugins/ (Carbon: carbon/plugins/). It is a .cs file, the same kind of file as the plugin itself, so your host should allow it. In the server console, run: venux.install It checks the download against our signature, loads the extension and starts Ore Spawn Controller. Then restart the server when convenient: the extension's core part only starts with the server. If you run Carbon, copy the DLL into carbon/extensions/ by hand instead, since this path is not tested on Carbon yet. VenuxUpdater makes no web request until you run a command (venux.install or venux.check) or switch one of its options on. venux.check tells you what is installed and what is current. Two things can still stop it, and both come from the host, not from the plugin: If the console says it cannot write into RustDedicated_Data/Managed, the host is locking that folder. Ask the host to allow writes there, or move to a host that does. If the server cannot reach api.venuxplugins.com over HTTPS, the download fails. Ask the host to allow outbound HTTPS. If you get stuck, send me the console lines from venux.install and i'll will look at them.
  7. crash

    Case Battles

    Version 2.0.4

    4 downloads

    [ ! ] The zip contains a DLL extension that goes into RustDedicated_Data/Managed. Some hosts do not allow uploading DLLs - check with your host before buying. [ ! ] Case Battles is case opening for Rust. Players open cases with scrap, Economics or ServerRewards money, with case keys, or for free on a cooldown, watch the spin slide across the items and land on the drop, and everything they win goes to a personal storage where they claim it into the inventory or sell it back. Battles put 2 to 4 players on the same list of cases, in 1v1, 2v2, 3-way or 4-way, and the highest total takes the whole pot (the lowest in crazy mode). House bots fill empty seats, private battles join by code, and anyone can watch. The upgrader trades items or currency for a better item at a chance shown on a dial before you press GO. Every roll is provably fair, and players can check any of them in the window. Version 2.0 adds levels with free level cases, Case Rain that splits a server pot among the players who join, wipe seasons that pay the top 3 of every board in cases, a guided tour, Steam avatars on every board and seat, and a whole new window. Works on Oxide and Carbon Needs CrashExtensions (included in the zip) 20 cases and 3 level cases ready to go English, Spanish, Russian, Portuguese and German built in Jump to: Features · How it plays · Screenshots · Trailer · Included cases · Commands · Permissions · Install · Configuration · Test server · FAQ · API Features For players A spin for every open. Open up to 5 at once, or switch on quick open and skip straight to the drop. A demo spin shows a case for free and wins nothing. Case battles. 1v1, 2v2, 3-way and 4-way, up to 10 cases per battle, normal (highest total wins) or crazy (lowest total wins), public or private with a code. Join, watch, fill empty seats with house bots (the creator calls them), or recreate the battle in one click. The upgrader. Offer up to 6 items or currency, pick a target or a multiplier chip (x1.5 to x10), and see your exact chance on the dial before you spin. A storage of your own. Every drop waits there: claim it into your inventory or sell it back for 85% of its value. Provably fair. The hash of the server seed is shown before you roll, you can set your own client seed, and the FAIRNESS page checks any revealed roll against the drop table it was made with. Levels. Everything you open, battle and upgrade earns XP, and the level road hands out bronze, silver and gold level cases. Levels carry over between wipes. Case Rain. A small share of every paid open fills a pot. When it rains, players have 60 seconds to join and the pot is split between them. Wipe seasons. Three boards close at every wipe (best drop, profit, battles) and the top 3 of each get cases. Stats. Your own numbers, the server's, top drops and leaderboards. A live drop feed and toasts for the big drops on the server, and HUD rows for a running Case Rain, a ready free case and its cooldown. A guided tour the first time the window opens, replayed from the ? button. For server owners Your currency. Scrap (or any item you name), Economics or ServerRewards, set with one config line. Sell keys and cases. casebattles.givecase and casebattles.givekey are made for your shop, Tebex or battle pass, offline players included. The GET KEYS button links to your store. A key dealer NPC. Place him with /cases dealer add. He sells keys in packs with bulk and VIP discounts and a daily limit (talks through NpcDialogue, optional). In-game editor. /cases edit edits every case and its drops in game, so nobody has to touch a file. VIP hooks. Discount permissions on case prices, VIP prices at the key dealer, and per-case permissions such as the VIP case. Limits and locks. Daily and lifetime limits per case, minimum playtime, a lock after the wipe, and blocks while wounded, swimming, in a vehicle, building blocked, or combat and raid blocked (with NoEscape). Drops beyond items. A drop can be an item, a blueprint or a list of console commands (a rank, a kit, anything). Discord. Big drops and Case Rain posted to your webhook, from the rarity you choose. 5 languages. English, Spanish, Russian, Portuguese and German are built in, and each player sees the language of their own game. Wipe your way. Storage and keys survive the wipe by default, and so do levels. Each is one switch. For developers A hook and an API. OnCaseOpened and the API_* calls: give cases and keys, read a player's opens, keys and level, open the window on a tab or a case. See the API. Console and RCON commands. The give commands run from the server console and RCON, which is where your shop, quests and reward plugins point. How it plays Pick a case. Free ones run on a cooldown, the rest cost currency or keys. Every case shows its drops and their odds. Open. One to five at a time. The spin lands on a drop decided by your seeds before it starts. Keep or sell. Drops go to your storage. Claim them into your inventory or sell them back. Battle. Create or join a battle, everyone opens the same cases round by round, and the winner takes the pot. Upgrade. Put items or currency on the dial for a shot at something better. Progress. XP from every open, battle and upgrade raises your level, level cases wait on the level road, and the season boards pay out at the wipe. Check. Rotate your seed to reveal the old one and verify any roll on the FAIRNESS page. Screenshots Every screen below is Case Battles running in Rust. The case browser A case and its drops Two cases landed: total, cost and profit The battles lobby A battle room A battle winner The upgrader The storage Fairness and the roll verifier Stats The level road Season boards: the top 3 of each win cases Case Rain on the HUD while you play Case Rain live in the case browser A level-up with a level case Creating a 2v2 battle History, every roll with its fairness check The guided tour Trailer The Case Battles 2.0 trailer (click to play, 80 seconds) Included Cases 20 cases ship ready to open, with 7 rarities from Common to Gold and three keys (green, blue and red): Free on a cooldown - Daily Case (every 24 hours, after 30 minutes played) and Starter Case (every 4 hours, after 15 minutes played) For currency - Medic (250), Fuel (300), Miner (350), Farmer (400), Ammo (550), Builder (600), Tech (800), Mystery (1,500), Boom (5,000), VIP (5,000, for casebattles.vip) and Jackpot (6,500, 3 a day) For keys - Weapons (1 green), Diver (1 green), Airdrop (1 blue), Tactical (2 blue), Elite (1 red), Cobalt (2 red) and Legend (3 red, locked for the first 2 hours of a wipe) Level cases - Bronze, Silver and Gold, claimed from the level road at levels 5 to 50 A few of the drops at the top: the AK-47 blueprint in the Weapons Case, an auto turret blueprint in the Builder Case, 10,000 scrap in the Mystery Case, and 20 timed C4 in the Legend, Jackpot and Gold Level cases. A disabled Example Rewards case shows the other kinds of drop: blueprints, a reward paid by console command, and a VIP rank granted on the spot. Yours to change: every case lives in oxide/config/CaseBattles.json, plain JSON, and the in-game editor writes the same file. In-Game Editor No file editing needed. /cases edit opens every case in a list and an editor for its name, image, price or key, free cooldown, permission, daily and lifetime limits, playtime and wipe lock, rarity tier, badge and whether it is allowed in battles. Add drops from the item list or straight from your inventory (skin, name and amount kept), set their odds and values, and watch the case's expected value update as you go. Duplicate a case to start a new one. Players keep the live table until you press SAVE. Who can open it: players with casebattles.admin. Reward commands are edited in the config file only. Commands Players /cases - open the window (the command name is set in the config) /cases battles, /cases upgrader, /cases storage - open the window on that tab /cases join <code> - join a private battle /cases help - the command list in chat /rain - join a running Case Rain (the name is set in the config, and it only exists while Case Rain is on) Admin /cases edit [case] - the in-game case editor, optionally straight on one case /cases dealer add | remove | list - place a key dealer where you stand, remove one, or list them casebattles.givecase <player> <case> [amount] - give free opens of a case, the one to point your shop, Tebex or battle pass at casebattles.givekey <player> <key> [amount] - give case keys casebattles.givebalance <player> <amount> - give currency casebattles.rain [amount | add <amount> | stop | status] - start a Case Rain now (an amount tops the pot up first), add to the pot without starting one, stop a rain without paying (the pot is kept), or show the pot and the time to the next one The give and rain commands run from the server console and RCON as well. <player> is a SteamID64, online or not, or the exact name of an online player. Permissions casebattles.use - open cases, battles, the upgrader and the storage. Required, so grant it to your default group casebattles.admin - the editor, the key dealer, and the give, rain and convert commands. Staff only, and give it to yourself too: being a server admin is not enough casebattles.discount1, casebattles.discount2, casebattles.discount3 - 5, 10 or 15% off case prices paid in currency. The highest one a player holds wins casebattles.dealer.vip1, casebattles.dealer.vip2 - 5 or 10% off keys at the key dealer, added to the bulk discount casebattles.vip - opens the VIP Case Every case can carry its own permission, and the discounts, dealer prices and demo spin permission are all set in the config. A typical setup opens everything to everyone and keeps the discounts and the VIP case for your VIPs: oxide.grant group default casebattles.use oxide.grant group vip casebattles.discount2 oxide.grant group vip casebattles.dealer.vip1 oxide.grant group vip casebattles.vip oxide.grant user <your steamid> casebattles.admin Install Install the extension, once per server. Stop the server, copy Oxide.Ext.CrashExtensions.dll into RustDedicated_Data/Managed (Carbon: carbon/extensions) and start it again. The console prints Loaded extension CrashExtensions with its version. An older copy of the DLL is simply overwritten: it is one shared file for all our plugins. Install the plugin. Copy CaseBattles.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates its config, data and language files. Grant the permissions above. Nobody opens a case until casebattles.use is granted. Then type /cases in game: the tour shows you around, and /cases edit tunes the cases. Plugin does not compile? The extension is missing or too old: check the folder and restart again. On a hosting panel, upload the DLL with the file manager or SFTP, and keep a copy in case the panel resets that folder on an update. Configuration Everything lives in oxide/config/CaseBattles.json, the cases included. Each player's storage, keys, level and history are in oxide/data/CaseBattles/players, and the battles, boards, seasons and the Case Rain pot in oxide/data/CaseBattles/global.json. Config sections (click to expand) Test server Available on the new Meowcraft test server. Join from the F1 console and type /cases: client.connect 91.229.114.54:28015 FAQ Q: I run Case Battles 1.x. What changes when I update? A: Replace CaseBattles.cs. The first load upgrades the config and keeps the old file as oxide/config/CaseBattles.json.v1.bak, and your cases, storage, keys and history carry over. Levels are on and the bronze, silver and gold level cases are added. Case Rain and season rewards start off, so turn them on in the config when you want them. The art stays classic (the 1.x pictures) until you set Art pack to venux. Q: Do I need an economy plugin? A: No. Cases, battles and the upgrader run on scrap by default, or on any item you name. Economics or ServerRewards take one config line. Keys are separate: you give or sell them with casebattles.givekey, the key dealer or your shop. Q: Is it really provably fair? A: Yes. Every roll is HMAC-SHA256 of the player's server seed, client seed and a nonce. The hash of the server seed is shown before any roll, the player can set their own client seed, and rotating the seed reveals the old one. The FAIRNESS page recomputes any past roll against the drop table it was made with, not today's config. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions and the plugin into carbon/plugins, and everything else is the same. Q: Can I translate it? A: It already speaks five: English, Spanish, Russian, Portuguese and German are built into the plugin, and each player sees the language their game runs in. For another language, copy oxide/lang/en/CaseBattles.json to oxide/lang/<code>/CaseBattles.json and translate it. Q: What happens at a wipe? A: By default storage and keys are kept, and so are levels. The season boards close, the top 3 of every board get their prize cases, and a new season starts. One switch makes storage and keys start over at the wipe, another resets levels. Q: Do I need NpcDialogue? A: No, it is optional and only for the key dealer. With NpcDialogue installed he talks through the vanilla conversation screen and sells keys there. Without it, talking to him opens the case window. Q: Can I sell cases or keys in my shop? A: Yes. Point your shop, Tebex or battle pass at casebattles.givecase or casebattles.givekey, and set your store link for the GET KEYS button in the config. Q: How heavy is it? A: Built for busy servers. Every spin plays on the player's own game, so it stays smooth whatever the server's frame rate, the window only sends what changed, and player files are saved with the server's own save. Q: Does it contact any outside service? A: It downloads its pictures (case art, keys and icons) from cdn.crashplugins.space and rust-cui.crashplugins.space, and your server caches them. Steam avatars are drawn by each player's own game, so the server fetches nothing from Steam. The optional Discord webhook is off until you set its URL; once set, it posts big drops and Case Rain with the player's name and profile links. Nothing else about your server or your players is sent. API / Hooks // Hook void OnCaseOpened(BasePlayer player, string caseId, int count) // API: CaseBattles?.Call<T>("Method", ...) // player: a BasePlayer, player.userID, or a SteamID64 as ulong or string // The give calls work for offline players and return false when nothing was given bool API_GiveCase(object player, string caseId, object amount = null, bool notify = true) bool API_GiveKeys(object player, string keyId, object amount = null, bool notify = true) int API_GetCaseOpens(object player, string caseId) int API_GetKeys(object player, string keyId) int API_GetLevel(object player) bool API_OpenUI(BasePlayer player, string tab = null, string caseId = null) // tab: cases, battles, upgrader, storage, stats Dictionary<string, string> API_GetCases() // case id -> display name Dictionary<string, string> API_GetKeyTypes() // key id -> display name Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.
    $45.00
  8. crash

    Relics

    Hi! Not yet. Relics doesn’t read or write anything from SkillTree right now, so the two don’t connect. I can add a connection. The two directions that make the most sense: a SkillTree level-up gives Relics mastery XP (or a sealed crate), and relic actions like unwrapping, fusing and enchanting give SkillTree XP. Both would be config switches. Which one would help you most? If you run both already and see anything odd, tell me and I’ll check it.
  9. crash

    custom images

    Changed Status from Pending to Closed
  10. crash

    custom images

    Changed Fixed In to Next Version
  11. crash

    custom images

    Added in lastest update!
  12. crash

    console

    Changed Status from Pending to Fixed
  13. crash

    error in console

    Changed Status from Pending to Fixed
  14. crash

    custom images

    I’ll add support for a list of commands in the Console Command field later today, so you can enter several in order. Until then, please keep one command per reward as a single string, since the array format stops the plugin from loading.
  15. crash

    custom images

    Thanks for the detail. I’ve noted both requests: a custom background image for the reward boxes, and a setting for the gray tone. There’s no option for this in the current version, so I’ll look into adding it. My plugin is licensed, so modifying the source needs to be cleared with me first. Let me know if you’d like to talk about that.
  16. crash

    custom images

    Hi! Two things are going on here. The card background is semi-transparent by design. The panels use a fixed 50% opacity dark gray, so the game world shows through behind them. In this version there’s no config option to change that color or swap in an image for the cards. I’ve noted your request for a solid gray background. Custom images are for the item icon, not the card background. The CustomImageUrl setting in the item tiers draws the small icon inside each reward slot. To use a local file, place it in oxide/data/BattlePass/images/ with the exact filename you put in the config (case and extension included). If the file isn’t found there, the plugin tries to download it from our CDN, and if that filename isn’t on the CDN either, the slot stays empty. After adding or changing an image, run battlepass.reloadimages in the console. If you send me your BattlePass data file (or just the CustomImageUrl values you set), I can check the filenames for you.
  17. crash

    Relics

    Version 1.1.0

    26 downloads

    [ ! ] The zip contains a DLL extension that goes into RustDedicated_Data/Managed. Some hosts do not allow uploading DLLs - check with your host before buying. [ ! ] Relics is a loot RPG for Rust. Sealed relic crates drop from the world (loot containers, barrels, NPCs, animals, ore nodes, trees and fishing), and unwrapping one reveals a relic with its own rarity, its own rolled affixes and, on the better ones, an active ability. Players equip up to six, and every affix feeds a live modifier table: gather yields, damage against players, NPCs, animals, the helicopter and Bradley, resistances, craft and research refunds, loot luck, healing, and stranger ones like reflecting melee damage or hitting harder at night. 96 relics ship across 8 sets and 6 rarities. A forge fuses three relics into the next rarity, enchants them to level 10, rerolls a single affix and salvages the rest into dust. A codex tracks what has been found on the server, who found it first and where the missing ones drop, and a mastery tree turns relic activity into permanent passive bonuses. And there is a black market. A broker hides near a monument and moves every couple of hours: he buys the relics you do not want, sells a rotating table with a sealed crate for the gamblers, and runs a consignment stall where players sell to each other at their own price. Relics can also leave the bag as real items to trade, vend, stash or lose on death. Works on Oxide and Carbon Needs CrashExtensions (included in the zip) 96 relics, 8 sets, 6 rarities English, Spanish, Portuguese and Russian built in Jump to: Features · How it plays · Screenshots · Included relics · Commands · Permissions · Install · Configuration · FAQ · API Features For players A reveal for every find. Unwrapping a crate opens a full-screen appraisal with rays, stamps and a wax seal for the rarest relics. 96 relics, 8 sets, 6 rarities. Each relic rolls its own affixes, and a set of 2 or 3 pieces adds a bonus on top. 40 passive affixes. Gather yields, damage against players, NPCs, animals, the helicopter and Bradley, resistances, craft and research refunds, loot luck, healing, thorns, night damage and more. 13 active abilities. One bindable key, a radial wheel when two or more are equipped, and a cooldown per relic. The forge. Fuse three relics into the next rarity, enchant to level 10, reroll a single affix, or salvage the rest into dust. A codex. Every relic on the server: who found it first, what it rolls and where it drops. A mastery tree. Mastery levels buy permanent passive bonuses. A black market. A broker who buys relics, sells a rotating table and runs a player consignment stall. Relics as real items. TAKE OUT turns a relic into an item you can trade, vend or stash. Unwrapping it puts that exact relic back. A HUD tray. Above the hotbar, with every equipped relic and its ability cooldown, and every player can move it. For server owners Slots as a VIP hook. Everybody starts with 3 equipped slots and a permission raises the cap to 6. Locked slots show in the bag as an upsell. In-game editor. /relics admin edits every relic in game, so nobody has to touch a file. Your economy. The black market trades in scrap, Economics or ServerRewards, and the forge runs on dust that players earn by salvaging, so no economy plugin is needed. When Economics or ServerRewards refuses a payment, the relic stays with the player. Sell crates. relics.givecrate is made for your shop or Tebex. Death modes. Keep everything (the default), lose durability, or drop the equipped or all relics into the corpse. Everything is a switch. Every drop chance, every affix, every animation and every sound can be tuned or turned off. Safe player files. A player file the plugin cannot read is left exactly as it is and never written over, and nothing can be added to that player's bag until you restore it. 4 languages. English, Spanish, Portuguese and Russian are built in, every text and all 96 relics included, and each player sees the language of their own game. Wipe your way. One config switch wipes every bag on a new map save. It is off by default, so relics carry across wipes. For developers Hooks and an API. OnRelicObtained, OnRelicActiveUsed and the Relics_* calls: give relics and crates, read a modifier, add dust, open the market. See the API. Console and RCON commands. The give commands and the broker calls run from the server console, which is where your shop, quests and NPC dialogues point. How it plays Find. Sealed crates drop from loot containers, barrels, NPC and animal kills, ore nodes, trees and fishing. Every source has its own chance in the config. Unwrap. The reveal shows the relic's name, rarity, rolled affixes and ability. Equip. Up to 3 slots (6 with permissions). The affixes apply at once, a set bonus appears at 2 and 3 pieces, and each ability gets its own cooldown. Forge. Fuse three relics into the next rarity, enchant to level 10, reroll an affix, or salvage a relic into dust, which pays for the rest. Progress. Relic activity earns mastery XP, mastery levels unlock permanent bonuses, and the codex keeps track of every relic found on the server. Trade. Sell to the broker, list a relic on his consignment stall, or take it out as an item. Screenshots Every screen below is Relics running in Rust. The relic bag: equipped slots, abilities and the totals from every relic A mythic reveal The forge The codex The mastery tree The broker's table Selling to the broker The consignment stall The relic editor (admin) The HUD tray above the hotbar Included Relics Eight sets of ten relics, plus 16 old-world oddities that belong to no set: Miner's - 2 pieces: +8% ore yield. 3 pieces: +10% instant mine chance Hunter's - 2 pieces: +8% animal harvest. 3 pieces: +15% damage vs animals Warden's - 2 pieces: +4% bullet resistance. 3 pieces: +10% melee resistance Raider's - 2 pieces: +6% explosive resistance. 3 pieces: +6% free upgrade chance Scavenger's - 2 pieces: +5% loot luck. 3 pieces: +8% craft refund chance Alchemist's - 2 pieces: +10% healing bonus. 3 pieces: +20% bleeding resistance Nomad's - 2 pieces: +20% fall damage resistance. 3 pieces: +15% cold resistance Sentinel's - 2 pieces: +8% damage vs NPCs. 3 pieces: +10% headshot damage A few of the legendaries and the rarest: Heart of the Quarry (Legendary, Miner's) - Quake: every ore node around you is emptied straight into your inventory Alpha Skull (Legendary, Hunter's) - Thunderclap: slams every NPC and animal around you Raid King's Crown (Legendary, Raider's) - Warcry: you and the teammates near you hit harder for a while Midas Scrap Heart (Legendary, Scavenger's) - Magnet: pulls the loose items around you into your inventory Void Shard (Mythic, Sentinel's) - Aegis: a shield that cuts incoming damage. "It does not reflect light. It keeps it." Yours to change: all 96 live in oxide/data/Relics/templates.json, plain JSON, and the in-game editor writes the same file. An update only ever adds new relics to it and never touches the ones you edited. In-Game Editor No file editing needed. /relics admin opens every relic in a searchable list and an editor for its name, rarity, set, ability, affix pool and drop sources, with a preview of its reveal. Duplicate a built-in relic to start a new one. Who can open it: players with relics.admin, and server admins always. Commands Players /relics - open the relic bag /relics forge, /relics codex, /relics mastery - open the forge, the codex or the mastery tree /relics hud, /relics hud move, /relics hud reset - show or hide the HUD tray, drag it anywhere on screen, or put it back where the server default is /relics use - use your active ability /relics help - the command list in chat relics.use - the same as /relics use, as a console command on purpose so players can bind it: bind f relics.use (one ability: the key fires it; two or more: a wheel opens), or fire one directly with bind g "relics.use Quake" Admin /relics admin - the in-game relic editor relics.give <player> <id | rarity | random> [minRarity] - give a specific relic, a random one of a rarity, or a random one relics.givecrate <player> [minRarity] [amount] - give sealed crates, the one to point your shop or Tebex at relics.dust <player> <amount> - give or take forge dust, offline players included relics.masteryxp <player> <xp> - give mastery XP, offline players included relics.templates.reset confirm - rewrite the relic file from the 96 built-in relics relics.wipe confirm - delete every player bag, the codex and the black market /relics broker where | tp | move | open | restock | add | list | remove | clear - find, move, open or restock the broker and pin his hiding spots relics.bm.open <steamid> [buy | sell | consign] and relics.bm.rumor <steamid> - console and RCON calls for NPC dialogues and other plugins The give commands run from the server console and RCON as well. <player> is a SteamID64 or the exact player name. Permissions relics.use - find, open and equip relics. Required: without it a player is not in the system at all, so grant it to your default group relics.forge - fuse, enchant and reroll. Salvage and repair stay free relics.admin - the in-game editor and the give and wipe commands. Staff only relics.slots.4, relics.slots.5, relics.slots.6 - raise the equipped slot cap. Everybody starts at 3, and the highest one a player holds wins relics.market.vip - 5 consignment stall slots instead of 3 Locked slots show in the bag as a VIP upsell, and the stall takes any extra slot permissions you add in the config. A typical setup opens everything to everyone and keeps the extra slots for your VIPs: oxide.grant group default relics.use oxide.grant group default relics.forge oxide.grant group vip relics.slots.5 oxide.grant group vip relics.market.vip Install Install the extension, once per server. Stop the server, copy Oxide.Ext.CrashExtensions.dll into RustDedicated_Data/Managed (Carbon: carbon/extensions) and start it again. The console prints Loaded extension CrashExtensions with its version. An older copy of the DLL is simply overwritten: it is one shared file for all our plugins. Install the plugin. Copy Relics.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates its config, data and language files. Grant the permissions above. Nobody finds or equips a relic until relics.use is granted. Then open /relics admin and tune the rest in game. Plugin does not compile? The extension is missing or too old: check the folder and restart again. On a hosting panel, upload the DLL with the file manager or SFTP, and keep a copy in case the panel resets that folder on an update. Configuration Everything lives in oxide/config/Relics.json. The 96 relics are in oxide/data/Relics/templates.json, each player's bag in oxide/data/Relics/players, and the codex and the black market in oxide/data/Relics/global.data. Config sections (click to expand) TEST SERVER Try Relics before you buy: it runs on our test server next to every other Venux plugin. Join and play with it in game. Once in, pick it from the welcome menu or type /relics. client.connect 103.106.58.173:7047 FAQ Q: I run Relics. What changes when I update? A: Replace Relics.cs and, if you update the extension too, restart once. Your config, relic file, codex, black market and every player's bag load as they are. Q: Can relics be traded or stolen? A: Yes. The consignment stall lets players sell relics to each other through the broker, and TAKE OUT turns a relic into a real item: trade it, vend it or keep it in a box, where it can be raided like anything else. Unwrapping it puts that exact relic back, and a copied item can only be claimed once. Nothing is lost on death by default; the DropEquipped and DropAll modes drop relics into the corpse. Q: Does this change vanilla gear balance? A: No. Relics are their own items in their own bag. They never touch weapons, armour or any vanilla item. Q: Do I need an economy plugin? A: No. The forge runs on dust, earned by salvaging relics, and the black market trades in scrap. Economics or ServerRewards take one config line. If the economy plugin refuses a payment, the sale or the collect does not go through and the relic stays with the player. Q: Do I need NpcDialogue? A: No, it is optional. With NpcDialogue installed the broker talks through the vanilla conversation screen first. Without it, pressing E on him opens the market directly. Q: Is it pay to win? A: Your call. The natural VIP hook is slots: everybody plays with 3 and a rank raises the cap to 6. You can also sell sealed crates in your shop with relics.givecrate, sell the forge, or keep it all free. Q: Will it survive a wipe? A: Your choice. A config switch wipes every bag on a new map save. It is off by default, so relics carry across wipes. Q: What happens if a player's file is damaged? A: After a crash or a full disk a player file can come back unreadable. The console says so, Relics leaves the file exactly as it is, and that player plays on an empty bag that is never saved: nothing can be added to it, crates and relic items stay in the inventory, and the broker charges nothing. Restore the file (a backup, or the leftover .TMP Windows can leave beside it after a crash) and have the player reconnect. The README in the zip has the steps. Q: How heavy is it? A: Built for high population servers. The panels only send what changed, saves are spread across frames, and the combat and gathering bonuses step aside for players who carry no relic for them. Every animation plays once per action and none of them loops. Q: Does it contact any outside service? A: Only to download its pictures (about 250 small images, the relic art included) once from rust-cui.crashplugins.space, which your server then caches. Nothing about your server or your players is sent. Q: Can I translate it? A: It already speaks four: English, Spanish, Portuguese and Russian are built into the plugin, every text and all 96 relics included, and each player sees the language their game runs in. For another language, copy oxide/lang/en/Relics.json to oxide/lang/<code>/Relics.json and translate it: it lists every key, the relics included. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions instead of RustDedicated_Data/Managed, and everything else is the same. API / Hooks // Hooks void OnRelicObtained(BasePlayer player, string templateId, int rarity) void OnRelicActiveUsed(BasePlayer player, string activeId) // API: Relics?.Call<T>("Method", ...) // ids as ulong: (ulong)player.userID (player.userID alone returns null) // Relics_AddDust takes a long: 100L (an int returns null) // The give calls and AddDust return false when nothing was given or added: // the bag is full, the player's file could not be read, or dust would pass its cap bool Relics_GiveRandom(ulong userId, int minRarity = 0, string source = "Api") bool Relics_GiveTemplate(ulong userId, string templateId) bool Relics_GiveCrate(ulong userId, int minRarity = 0, int amount = 1) float Relics_GetModifier(ulong userId, string affixId) long Relics_GetDust(ulong userId) bool Relics_AddDust(ulong userId, long amount) int Relics_GetEquippedCount(ulong userId) string Relics_GetActiveSet(ulong userId) bool Relics_OpenBlackMarket(ulong userId, string tab = "buy") Vector3 Relics_GetBrokerPosition() Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.
    $45.00
  18. crash

    WelcomePanel

    Changed Status from Pending to Not a Bug
  19. crash

    WelcomePanel

    Into like mevents you say sir? Wasnt think of that way since my battlepass uses the whole canvas of the screen
  20. crash

    not loading

    Changed Status from Pending to Not a Bug
  21. crash

    not loading

    No worries!
  22. crash

    not loading

    Hey, you need the extension to be loaded before the plugin
  23. Hi momochi, thanks for the questions and sorry for the slow reply! 1. Blueprints as rewards Not yet. A reward always gives the item itself. I'll add blueprint rewards in the next update, using a simple "Is Blueprint" option on each reward. 2. Admin-only permissions All the admin tools already need the battlepass.admin permission (or server admin): battlepass.addxp, removexp, settier, givepremium, revokepremium, reset and resetall. To give it to someone: oxide.grant user <steamid> battlepass.admin Opening the pass itself has no permission right now, so every player can open it. If you'd like to keep the pass hidden from players while you test the balance, tell me and I'll add an optional battlepass.use permission in the same update. 3. Japanese UI Yes. Oxide shows each player the language their Rust client uses. Copy oxide/lang/en/BattlePass.json to oxide/lang/ja/BattlePass.json, translate the values (not the keys), then reload the plugin. Players with Rust set to Japanese will see your translation. Reward names and challenge names come from the config or web editor, so translate those there. Japanese text is wider than English, so a few long lines may need to be shorter. 4. Custom reward names You're right. Right now "Display Name" only changes the name shown in the Battle Pass UI. The item the player receives keeps its default Rust name. The next update will give the item your custom name too. Thanks for the feedback, it really helps!
  24. crash

    Deep Sea Plus

    Hello, I know, ill fix tonight

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