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- 10 comments
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- #scrapleviathan
- #leviathan
- (and 18 more)
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Changed Status from Pending to Not a Bug
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Hello sir, im not removing it since that feature was asked by customers, the setting can be disabled per player as shown in the picture yes, and I think its best to have it to remove it. Maybe ill change or add filter of what can activate that popup.
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Changed Status from Can't Reproduce to Work in Progress
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Changed Status from Pending to Work in Progress
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Hey both, yes, you’re totally fine staying on 3.9.3. It doesn’t use CrashExtensions or any DLL, so nothing in the recent extension changelogs affects it. That fix was for a join kick on the November Rust update, and it only hit plugins running the extension. Also, 3.9.3 won’t get updates anymore. If you guys ever update, your config, pending rewards and Discord state carry over by themselves, so there’s nothing to redo for your servers. Two small things change: time values must be written like 5m instead of 5 minutes, and the autorestart.vote permission is gone because everyone can vote now. The full steps are in the README in the zip, under “UPDATING FROM 3.x”.
- 113 comments
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- #restart
- #rustplugin
- (and 19 more)
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- 10 comments
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- #scrapleviathan
- #leviathan
- (and 18 more)
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- 10 comments
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- #scrapleviathan
- #leviathan
- (and 18 more)
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Version 1.1.0
14 downloads
[ ✓ ] Works on any host. [ ✓ ] The plugin needs the free CrashExtensions library. Can't upload DLLs on your host? No problem: the zip includes a small installer plugin. Drop it in your plugins folder, run crashext.install, restart once, and you're done. Pathways gives your players a reason to keep playing: every rock they hit, crate they open, animal they hunt, base they breach and minute they drive earns XP. Each level brings a skill point, and the points go into nine skill trees, Gathering, Survival, Combat, Vehicles, Crafting, Team, Demolition, Homestead and Explorer, where each skill makes a real difference in game, from more ore and shared team heals to faster fuses, longer breath underwater and vehicles that save fuel. Each tree has 11 skills and a capstone, 108 skills in all, each with its own icon in the style of Rust's own items. Every tree reads top-down like Rust's tech tree: the tree slot at the top, square skill slots joined by right-angle links that light up as skills are bought, the capstone at the bottom, on a canvas the player can drag. Click a skill and a vanilla-style panel shows what every rank gives and what it needs before a point is spent; click the tree slot for its progress, the XP it earns and its respec. Home shows every tree as a card with its points and progress. The max level is 200, so players pick a path: about five trees out of nine, saved as presets they can switch between. Spend every point of a tree and it can be prestiged up to rank 6, right from the tree: the tree resets, the points come back, and each prestige earns a point for that tree's six prestige skills, which sit in a prestige box under the tree, each with its own icon, and are kept for good. One tree can be respecced on its own, a leaderboard ranks everyone by level or prestige with their Steam avatar, admins can build their own trees in game, and a map wipe reset is there if you want it, off by default, with a backup made before anything changes. Works on Oxide and Carbon Needs CrashExtensions (included) 9 trees, 108 skills, 54 prestige skills Leaderboard, presets and an in-game tree editor Jump to: Features · Screenshots · How progression works · Commands · Permissions · Works with · Install · Configuration · Test server · FAQ Features For players Nine trees, one level. Gathering, Survival, Combat, Vehicles, Crafting, Team, Demolition, Homestead and Explorer share one level and one pool of skill points, so a player builds the mix that fits how they play. Trees like Rust's tech tree. Each tree reads top-down: the tree slot at the top, square skill slots joined by right-angle links that light up as skills are bought, the capstone at the bottom and a background glow in the tree's color. Drag the canvas in any direction with smooth inertia. 108 skills with their own icons. 11 skills and a capstone per tree, each icon built from Rust's own items, greyed out and locked until it is in reach. Know before you click. The vanilla-style skill panel shows the skill's rank, what it gives now, what the next rank adds, every rank's value and what it still needs. The tree panel shows your progress, the XP this tree earns you and its respec. Home at a glance. Your level, XP, skill points, points spent and prestige rank on top, and a card per tree with its points, progress and prestige status. Skills you feel. More ore, wood, food and crops, extra stacks, weak-spot hits, smelted ore, slower tool wear, faster and cheaper crafting, free upgrades and repairs, bigger magazines, crits and lifesteal, harder headshots and explosives, less damage taken, vehicles that save fuel and shrug off damage, XP and heals shared with your team, faster fuses and rockets, longer breath underwater, faster crate hacks, keycards that last, and more. Nine capstones. Motherlode (bonus high quality metal ore every 10th ore node, and a felled tree brings down the ones around it), Second Wind (a killing blow leaves you at 15 health, once every 10 minutes), Warbound (less damage taken at low health), Overdrive (fuel saving and tougher vehicles), Salvage Run (barrel loot straight to your inventory, its components already recycled), Rallying Cry (going down heals and shields your team), Breach (blowing up an enemy base part toughens you up), Trophy Hunt (a boost for each animal you kill) and Master Key (a keycard opens the reader one level up). Team play. The Team tree works with Rust's own teams: share XP, heals, food and tea boosts with teammates nearby, and get bonuses while you stick together. Build presets. Save your whole build in a slot and apply it later in one click. Trees that lose ranks are respecced at the normal price, and you see the total before you pay. Respec one tree. Get a tree's points back without touching the others, with a two-step confirm that shows the points you get back, the cost and your balance after. Prestige from the tree. A maxed tree shows a PRESTIGE pill under its capstone and can be prestiged up to rank 6. Its skills start over, the points come back, and each prestige earns a point for that tree's six prestige skills, each with its own icon in the prestige box under the tree, kept through later prestiges. Leaderboard. The top 100 by level or by prestige, each row with the player's Steam avatar, and your own rank pinned at the bottom. Always at hand. An XP row in the vanilla vitals and a small skill point button next to them that shows your unspent points and opens the window. Smooth from open to close. The window fades in, a tree unfolds from its tree slot, an upgrade flashes and counts up, a maxed skill bursts in gold, and a prestige gets its own full moment. For server owners XP from real play. Gather hits, finished nodes and trees, skinning, pickups, player, NPC and animal kills, Bradley and the patrol heli, barrels, crates, hackable crates, supply drops, missions, raids, keycard swipes, sunken crates, crafting, building, fishing and minutes spent driving. Every amount is in the config, crates and animals can pay by size, and 0 turns a source off. Kill XP that can't be farmed. No XP for killing a teammate, a sleeper, a player who respawned less than 60 seconds ago, or the same player twice inside 10 minutes. Raid XP never pays on your own or your team's base. NCP toasts. With the free NCP plugin loaded, level ups, max level, prestige, tree resets, XP lost, rested XP and capstone abilities pop up as NCP toasts, each with its own type and icon in the config. Without NCP they go to chat. Raiding stays fair. The three raid skills and the vehicle speed skill ship switched off. Turned on, the raid skills only work inside RaidableBases raids unless you say otherwise. Your pace. The XP curve, max level (200 by default), points per level, prestige ranks, the levels needed between prestiges and the highest any reduction can reach are all yours to set. Optional systems. BetterChat level titles, an XP loss on death and rested XP for time offline, all off by default. Open Pathways from your own NPCs (vanilla or HumanNPC). Make it yours in game. The editor builds your own trees (up to 12, with up to 40 skills each, any effect, any icon, level or permission gates, even a permission granted at max rank) and changes the numbers of the built-in ones. It saves with backups and applies live, no reload. Rewards. Run console commands once when a player reaches a level or a prestige rank. VIP XP. XP multipliers by permission (pathways.vip gives 1.5x out of the box), plus a global multiplier for double XP weekends. Every number in the config. The value of every skill per rank, the nine capstones, the respec cost and currency, the free respec timer, the loot tables, each tree on or off. Opt-in wipe reset. Off by default. Turned on, a map wipe resets levels, XP and skills (prestige kept if you want), copies the players folder aside first, and finishes safely even after a crash or a missed wipe. Admin commands. Give XP, set a level, give or take skill points and reset a player or a single tree, from the server console, RCON or in game. Light on the server. The gameplay hooks are subscribed only while someone online owns a skill that needs them, effects read a per-player cache rebuilt only when skills change, the leaderboard ranks in memory, and profiles load over several frames on a reload. Safe with your files. A config with a typo is never overwritten: it is copied aside and the plugin waits for a fix. A profile that can't be read is never saved over. For developers API. GetLevel, GetXp, GetNodeRank, IsNodeActive, GetTreePrestige, GetPlayerPrestige, GetLeaderboardRank and AddXp, plus timed effects (PathwaysAddTempEffect, PathwaysRemoveTempEffect, PathwaysClearTempEffects) and pauses (PathwaysSuspend, PathwaysResume, PathwaysIsSuspended) for events and arenas. Hooks. CanPathwaysGainXp, CanPathwaysLoseXp, CanPathwaysAreaFell, OnPathwaysLevelUp, OnPathwaysPrestige, OnPathwaysNodeUpgraded and OnPathwaysPresetApplied. See API / Hooks. Screenshots Every screen below is Pathways running in Rust. Home: your level, XP, skill points, prestige and a card for each of the nine trees The Gathering tree: square skill slots, right-angle links, the capstone at the bottom The skill panel: its value now and at the next rank, every rank and what it needs A locked skill names the skill it needs first Motherlode, the Gathering capstone, and its requirements The tree panel: progress, the XP this tree earns and its respec Combat mastered at 40 of 40, the PRESTIGE pill under its capstone Prestige: the rank the tree reaches and what it gives Prestige skills unlocked: spend a prestige point on one of six An owned prestige skill in the gold prestige box Home with a rank III prestige emblem Respec one tree: points back, the cost and the next free respec A respec asks for a second click The leaderboard by level, with Steam avatars and your row pinned Build presets: save a build and apply it in one click The Explorer tree and its Master Key capstone How progression works Earn XP. Everything in the XP sources list pays into one pool. Level L+1 costs 120 x (L+1)^1.34 XP by default, so the first levels come fast and the late ones take real playtime. Spend points. Each level gives one skill point, 200 by the max level. The skills in a tree's first row, right under the tree slot, can be bought right away; the others need the skill above them at rank 1 first. Skills have 3 to 5 ranks. Pick your path. The skills that are on by default add up to 347 points, so a maxed player fills about five of the nine trees. Presets make switching easy. Max a tree. Most trees take 40 points (Vehicles 37 and Demolition 30 while their off-by-default skills stay off). The capstone needs both of its branches at max rank and costs 3 points. Respec. Gives one tree's points back to the pool. It costs 250 scrap by default and is free once every 2 days; players with pathways.freerespec never pay. Prestige. With every point of a tree spent, a PRESTIGE pill appears under the tree's capstone. The tree resets, its points come back, the tree's prestige rank goes up (max 6) and you get a prestige point. Players need to gain 5 levels between prestiges of any tree (at max level their XP still counts), so one set of points can't prestige every tree in an afternoon. Prestige skills. Each tree has six prestige skills in the prestige box under it, each with its own icon, that open once the tree has been prestiged. They cost one prestige point each and are kept forever. 9 trees x 6 ranks = 54 prestige points for 54 prestige skills. Commands /pathways - open Pathways. You can add more names for it in the config. /pathways top - the leaderboard (/pathways top prestige for the prestige tab). /pathways presets - your build presets. /pathways hud - turn your XP row on or off. pathways.open and pathways.close - the same from the F1 console, or for a bind. pathways.board <level|prestige> - the leaderboard (as text from the server console). pathways.preset <save|apply|delete> <slot> [name] - presets from the F1 console. Admin From the server console, RCON or a player with pathways.admin. <player> is a Steam ID (online or offline) or a name: pathways.givexp <player> <amount> - give XP (it levels the player up as usual). pathways.setlevel <player> <level> - set the level, XP back to the start of it. pathways.givepoints <player> <points> - give bonus skill points, or take them with a negative number. pathways.reset <player> [tree] - reset everything of a player, or only one tree's skills for free. Permissions pathways.use - open Pathways and earn XP. pathways.admin - the admin console commands and the pathway editor in game. pathways.admin.grants - together with pathways.admin, lets the editor save a node that grants a permission no node grants yet. Nobody has it by default. pathways.admin.urls - together with pathways.admin, lets the editor take a new https image URL as an icon (your server downloads it). URLs already in the config keep working. Nobody has it by default. pathways.freerespec - respec any tree for free, any time (presets too). pathways.nopenalty - never lose XP on death (when the death penalty is on). pathways.board.hide - stay off the leaderboard. A permission you add to the XP multipliers (for example pathways.vip) - more XP. A permission that starts with pathways. is registered for you. A typical setup: oxide.grant group default pathways.use oxide.grant group vip pathways.vip oxide.grant user YOUR_STEAM_ID pathways.admin Works with NCP: free, optional: level ups, max level, prestige, tree resets, XP lost, rested XP and capstone abilities show as NCP toasts instead of chat lines Economics / ServerRewards: optional respec and preset currency, scrap by default Raidable Bases: the raid skills (off by default) only work inside its raids BetterChat: optional level titles in chat, off by default HumanNPC: open Pathways by talking to one of your NPCs, off by default Carbon: same code path as Oxide ImageLibrary: not needed, images run on our own CrashExtensions library 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 Pathways.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates its config. Grant pathways.use to your players (the setup above) and type /pathways 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. Host doesn't allow DLL uploads? Put CrashExtInstaller.cs from the zip in your plugins folder and run crashext.install once in the server console: it downloads the extension from GitHub, checks it and puts it in place. Restart once and Pathways loads. Optional plugins (none is needed): Economics or ServerRewards for the respec cost, RaidableBases for the raid skills, BetterChat for chat titles, HumanNPC to open Pathways from an NPC. Configuration Everything lives in oxide/config/Pathways.json. Player profiles are stored in oxide/data/Pathways/players. Config sections (click to expand) Test server Available on our test server. Try Pathways before you buy: join and type /pathways in chat. client.connect 91.229.114.54:28015 FAQ Q: Is XP per tree or shared? A: Shared. One level and one pool of skill points for all nine trees, so players choose where the points go. Q: Can a player max every tree? A: Not with the defaults, on purpose: 200 points against 347 in skills, so a maxed player fills about five trees. Presets let them switch builds. Raise "Max level" or "Skill points per level" if you want more. Q: Can I turn a tree off? A: Yes. Set it to false under "Trees enabled". Its tree slot shows TURNED OFF and its skills stop working; points already spent there stay spent until an admin resets that tree. Q: Will the raid skills wreck my server's raiding? A: They ship switched off. Turned on, they only work inside RaidableBases raids while "Raid effects only inside RaidableBases raids" is on (the default), never on player bases. Q: Does progress reset on a wipe? A: Only if you turn it on. With "Reset level, XP and skills on a map wipe" on, the plugin copies oxide/data/Pathways/players aside before it changes anything, then resets every profile. Prestige ranks and prestige skills are kept unless you say otherwise. Q: Do I need Economics, ServerRewards, RaidableBases, BetterChat or HumanNPC? A: No. Respecs cost scrap by default, and every one of those plugins only adds an optional feature when it is installed. Q: Can players farm kills for XP? A: Not cheaply. Teammates, sleepers, a player killed within 60 seconds of respawning and the same pair of players inside 10 minutes all give no kill XP. Q: Can I make my own trees? A: Yes, in game. Admins get NEW PATHWAY on the Home screen and EDIT PATHWAY on every tree, or DUPLICATE to start from a built-in one. Up to 12 custom trees with up to 40 skills each. Q: How do I run a double XP weekend? A: Set "Global XP multiplier" to 2 and reload the plugin. Permission multipliers stack on top of it. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions instead of RustDedicated_Data/Managed, and the plugin into carbon/plugins. Q: How do I translate it? A: English is built in. Edit oxide/lang/en/Pathways.json, or copy it into another language folder and translate its values: each player reads their own game language. Q: Does it contact any outside service? A: It downloads its art (the skill icons, frames and backgrounds) once from the Venux CDN, rust-cui.crashplugins.space, which your server then keeps. For the leaderboard avatars it reads the public Steam profile of the players on screen from steamcommunity.com. Nothing about your server or your players is sent anywhere. You do not need ImageLibrary. API / Hooks Read progress or pay XP from your own plugin: [PluginReference] private Plugin Pathways; int level = Pathways?.Call<int>("GetLevel", (ulong)player.userID) ?? 0; Pathways?.Call("AddXp", (ulong)player.userID, 250d, "MyEvent"); int GetLevel(ulong playerId), double GetXp(ulong playerId) (XP into the current level) int GetNodeRank(ulong playerId, string nodeId) (a custom node is x.<tree id>.<node id>), bool IsNodeActive(ulong playerId, string nodeId) (owned and giving its effect or permission now; an offline id reads the profile from disk, so not for every tick), int GetTreePrestige(ulong playerId, string treeId), int GetPlayerPrestige(ulong playerId) (the highest tree prestige, 0 to 6), int GetLeaderboardRank(ulong playerId, string board) (level or prestige, 0 = not on the board) void AddXp(ulong playerId, double amount, string source) - follows the same rules as gameplay XP: pathways.use, the multipliers and CanPathwaysGainXp. bool PathwaysAddTempEffect(ulong playerId, string source, string effect, string filter, float percent, float seconds), bool PathwaysRemoveTempEffect(ulong playerId, string source, string effect = null), int PathwaysClearTempEffects(string source) - timed effects by name (GatherYield, Ore...); the same source, effect and filter refresh the entry. void PathwaysSuspend(ulong playerId, string source, bool effects, bool xp), void PathwaysResume(ulong playerId, string source), bool PathwaysIsSuspended(ulong playerId) - pause a player's skills and / or XP during your event. Pauses never save: they end on disconnect and on a Pathways reload. Hooks Pathways calls: object CanPathwaysGainXp(BasePlayer player, float amount, string source) - return false to block the gain, or a number to replace the amount. object CanPathwaysLoseXp(BasePlayer player, double amount) - the death penalty: false skips it, a number replaces it. object CanPathwaysAreaFell(BasePlayer player, int count) - Motherlode's area felling: anything non-null cancels it. void OnPathwaysLevelUp(BasePlayer player, int level) - once per level gained; player can be null for an offline grant. void OnPathwaysPrestige(BasePlayer player, string treeId, int rank) - after a tree is prestiged. void OnPathwaysNodeUpgraded(BasePlayer player, string nodeId, string treeId, int rank) - after each buy. A notice only: a respec does not undo what you did with it, so anything that must be taken back belongs on a permission node. void OnPathwaysPresetApplied(BasePlayer player, int slot) - after a preset is applied. Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.$45.00 -
Changed Status from Pending to Can't Reproduce
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Hey! I can’t reproduce this on the current build. BattlePass 4.2.0 is updating the leaderboard fine here. Also, the leaderboard refreshes when you open the tab, not while it’s sitting open. Does closing and reopening it show the new values, or does it stay stuck until o.reload?
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Changed Status from Work in Progress to Feature Request Changed Fixed In from Not set to 1.1.0
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Changed Status from Pending to Work in Progress
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Hi, the Leviathan only hunts real online players, so the Boat Drivers crews and the Tugboat pirates get ignored. Boat Drivers also blocks any non-player damage to its boats and crew by default, so nothing the Leviathan does lands on them. Their NPCs shooting at it don’t count either, because only real players can damage it.
- 10 comments
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- #scrapleviathan
- #leviathan
- (and 18 more)
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Version 1.0.0
10 downloads
[ ✓ ] Works on any host. [ ✓ ] The plugin needs the free CrashExtensions library. Can't upload DLLs on your host? No problem: the zip includes a small installer plugin. Drop it in your plugins folder, run crashext.install, restart once, and you're done. Scrap Leviathan puts a giant sea serpent made of scrap metal in your ocean. It roams the whole sea and hunts whatever it finds: boats first, then swimmers, then players standing on the shore. Gunshots and explosions draw it in. When it attacks, the water foams, the neck rises head first out of the sea and towers over its prey, the neck follows its target and the tail swings free. It bites with a lunge and flips small open boats, breathes a jet of fire like a military flamethrower with arcing fireballs on top, and circles round to strike from another side between attacks. Its armor takes reduced damage; its two eyes and three glowing cores take a lot more, and every core you burst strips the armor around it. Kill it and the carcass floats with locked crates on its back. They open 20 seconds after the kill, and when the carcass sinks, whatever was not looted slides to the seabed with a lamp on each crate and a cyan circle on the map. The top damage dealers get paid. It all runs on its own on a schedule, and nothing goes on the client: the leviathan is built from parts every Rust client already has. Works on Oxide and Carbon Needs CrashExtensions (included) Automatic event at sea Top damage rewards Jump to: Features · Screenshots · Trailer · How a hunt goes · Commands · Permissions · Works with · Install · Configuration · Test server · FAQ Features For players A sea monster boss fight. A scrap serpent roams the whole ocean with its humps breaking the surface, then rises head first out of the water and towers over you. The reared neck follows its target and the tail swings free. It hunts you. Boats first, then swimmers, then players on the shore. Gunshots and explosions within 300 m count as noise and pull it in. You see it coming. The water foams for a moment before the neck comes up. It fights back. Lunging bites that flip small open boats (35% of bites by default) and tip the crew into the water, a military flamethrower breath with arcing fireballs on top, and a dive between attacks to strike again from another side. Weak points. The armor takes reduced damage. Its two eyes and three glowing cores take a lot more, and each core you burst strips the armor around it. Every weapon works. Bullets, rockets, torpedoes, cannonballs and explosions all hit it. Shared boss bar. Name, SURFACED or SUBMERGED, its three cores and its health, above the hotbar for everyone near the fight. Loot worth the fight. A floating carcass with locked crates on its back. They open 20 seconds after the kill, and whatever is not looted when the carcass sinks slides to the seabed, each crate with a lamp on it and a cyan circle on the map for divers. For server owners Set and forget. Three deep-water territories are found on your map by itself (the same spots for the whole wipe), and hunts start on a timer with a minimum player count. A red circle on the map follows the leviathan wherever it swims. Your own territories. Add spots by coordinates with their own name and radius, or keep it inside its territory instead of roaming the whole ocean. Scales with the crowd. Health grows with the players around when it spawns, up to a cap you set. Rewards. Economics money and ServerRewards points for the top damage dealers, up to 10 places. Stays where it belongs. It keeps away from safe zones, oil rigs and the Cargo Ship and never leaves the water. Big boats (tugboats and player-built boats) are never flipped or damaged unless you turn that on, and its fire is aimed at players and doesn't damage bases. NCP toasts. With the free NCP plugin loaded, event messages show as toasts and the crate cooldown as a progress bar. Without NCP they go to chat. Announcements. Start, low health, kill and leave in chat, to everyone or only nearby, and an optional Discord webhook. Works with your loot plugins. The crates are the native heli or Bradley crates, so BetterLoot fills them, and you can pick an AlphaLoot profile. Every number in the config. Health, damage taken, every attack, speeds, crates, rewards, timers and territories, each with a safe range. Four languages. English, Spanish, Brazilian Portuguese and Russian built in. For developers Hooks. OnScrapLeviathanStart, OnScrapLeviathanKilled, and OnScrapLeviathanBite, which you can veto to spare a player. See the FAQ. Screenshots Every screen below is Scrap Leviathan running in Rust. Reared over the sea, with the shared boss bar above the hotbar Its head and spiked neck tower over a rowboat A flamethrower jet at a player with a rocket launcher Rockets hit the reared neck while the boss bar drops Killed: the carcass floats on the surface Locked crates ride the carcass until they unlock Unlooted crates sink to the seabed, each with a lamp A cyan circle on the map marks the crates on the seabed Trailer The Scrap Leviathan trailer (click to play, 50 seconds) How a hunt goes It starts. A hunt picks one of the sea territories, everybody gets a message with the grid, and a red circle on the map follows the leviathan wherever it swims. It hunts. It roams the whole ocean and goes for the closest prey: boats first, then swimmers, then players near the shore. Gunshots and explosions within 300 m pull it in too. It rises. The water foams, then the neck rises head first out of the sea. While it is up it bites, flips small open boats and breathes fire. Between attacks it dives and circles round to strike from another side. You hit it. The armor takes 30% of a hit by default, an eye or a core takes double. Each burst core strips the armor around it, and that stretch of body takes much more after that. It dies. The carcass floats with 4 locked crates on its back, which open 20 seconds after the kill. After 3 minutes the carcass sinks and whatever was not looted slides to the seabed, with a lamp on each crate and a cyan circle on the map. The top damage dealers get paid. Or it leaves. If nobody is near it for 8 minutes, or the 30 minute hunt runs out, it dives into the deep. The next hunt is scheduled by itself, 2 hours later by default. Commands Chat, for owners or a player with scrapleviathan.admin: /leviathan start - start a hunt now in a random territory. /leviathan spawn - spawn one in the deep sea near you (no time limit). /leviathan kill - kill it now (no damage rewards are paid). /leviathan despawn - remove it right away. /leviathan status - its health, cores alive, where it is and its territory. /leviathan territories - list the territories with their grid and radius. Admin From the server console, RCON or a player with scrapleviathan.admin: leviathan.start - start a hunt now. leviathan.spawn <player> - spawn one in the deep sea near that player. leviathan.kill - kill it now. leviathan.despawn - remove it. leviathan.status - its health and where it is. leviathan.territories - list the territories. Permissions scrapleviathan.admin - the commands above. Owners can always use them. Players need no permission to fight it. oxide.grant user YOUR_STEAM_ID scrapleviathan.admin Works with NCP: free, optional: event messages as toasts and the crate cooldown as a progress bar instead of chat lines Economics / ServerRewards: optional top damage rewards AlphaLoot: fill the crates from a profile you name BetterLoot: fills the crates by itself (they are the native heli or Bradley crates) TruePVE: works as is: the leviathan can hurt players and small boats, and players can hurt it Carbon: same code path as Oxide 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 ScrapLeviathan.cs into oxide/plugins (Carbon: carbon/plugins). It compiles on its own and creates its config. That's it. The first hunt starts 30 minutes after the server is up, then every 2 hours. To see it now, stand near deep water and type /leviathan start. 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. Host doesn't allow DLL uploads? Put CrashExtInstaller.cs from the zip in your plugins folder and run crashext.install once in the server console: it downloads the extension from GitHub, checks it and puts it in place. Restart once and Scrap Leviathan loads. Configuration Everything lives in oxide/config/ScrapLeviathan.json (Carbon: carbon/configs/ScrapLeviathan.json). Every value has a safe range: a value out of range keeps the plugin unloaded, leaves your file untouched and tells you in the console what to fix. The keys you will most likely touch are explained in the README. Config sections (click to expand) Test server Available on our test server. A hunt starts 30 minutes after the server starts and then every 2 hours while someone is online: watch chat for the grid, take a boat out to sea and make some noise. client.connect 91.229.114.54:28015 FAQ Q: Do players need a client mod? A: No. The leviathan is built from parts every Rust client already has, so it works on any map with no downloads. Q: Will it wreck my players' bases? A: Its fire is aimed at players and doesn't damage bases. Its bites hurt players and small boats; big boats (tugboats and player-built boats) are never flipped or damaged unless you turn on DamagePlayerBoats. Q: Can it hurt players in safe zones? A: No. It stays away from safe zones, oil rigs and the Cargo Ship, and players in a safe zone or on the Cargo Ship, sleeping, in noclip or spectating are never targets. Q: Do I need Economics or ServerRewards? A: No. They are optional rewards. Without them the leviathan still leaves its crates. Q: My map has little deep water. Will it work? A: It looks for open, deep water away from monuments, safe zones and oil rigs. A small map may get fewer than 3 territories: run /leviathan territories to check, and add your own spots under Territories if you need them. Q: It dies too fast or too slow. What do I change? A: Health, HealthPerExtraPlayer, MaxHealthMultiplier, BodyDamage and CoreDamage. Any attack can be weakened or turned off by setting its damage to 0. Q: Does it work on Carbon? A: Yes. The extension goes into carbon/extensions instead of RustDedicated_Data/Managed, and the plugin into carbon/plugins. Q: How do I translate it? A: English, Spanish, Brazilian Portuguese and Russian are built in. Edit oxide/lang/en/ScrapLeviathan.json, or copy it into another language folder and translate its values: each player reads their own game language. Q: Does it contact any outside service? A: It downloads its few health bar pictures once from the Venux CDN, rust-cui.crashplugins.space, which your server then keeps. Nothing about your server or your players is sent. The Discord webhook is the only other request, and only if you fill it in. Q: Can other plugins react to the leviathan? A: Yes. Scrap Leviathan calls void OnScrapLeviathanStart(Vector3 position, string territory) when a hunt starts and void OnScrapLeviathanKilled(Vector3 position, ulong topDamager) when it dies (topDamager is 0 when an admin killed it). Return anything but null from object OnScrapLeviathanBite(BasePlayer player) to spare a player from a bite or the fire. Questions, ideas or bug reports? Use the Support tab of this file or join our Discord.$29.99- 10 comments
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- #leviathan
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- 7 comments
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Yes, anyone. Its per player. So your placement wont match to player B if thats your question (if you move it)
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Nothing to enable or command wise, just click and drag it
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You can move it, its draggable
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Changed Status from Pending to Feature Request Changed Fixed In from Not set to Next Version
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Hey, thanks a lot for the kind words, really glad you’re enjoying Relics! Great idea. I just released Relics 1.1.3, which adds a RELICS button to the inventory screen, right next to the vanilla buttons and the Battle Pass one. Clicking it opens your relic bag. A couple of extras: Each player can drag the button anywhere on the screen, and it remembers that spot. /relics button reset puts it back in its default place. As the server owner, you can turn it off or change its default spot in the config, under “Inventory button”. If you have any other ideas or run into anything, let me know!
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Hello sir, i think theres a guaranty codefling offers, you might wanna check that out