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Everything posted by MEMUARE
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Version 1.2.2
13 downloads
Description: BackShield — Realistic Back Protection for Shields BackShield adds a realistic and intuitive mechanic to Rust: when a shield is worn on the player’s back, it actually protects the player from damage coming from behind. This plugin is fully server-side, performance-friendly, and designed to match Rust’s visual behavior. How it works: Shields provide back protection only when they are on the player’s back If the shield is held in hand (with pistols, tools, etc.) — vanilla behavior applies Protection works only for hits from behind Headshots always deal vanilla damage Supported Damage Types: BackShield protects only from: Bullet damage Slash damage Stab damage The following are not affected: Explosions Fire Fall damage Headshots Immersion Features: Correct hit FX depending on shield type: Metal shield → metal bullet impact sound Wooden shields → wooden impact sound When a shield breaks: It is dropped from the player A toast notification is shown: «Ваш щит сломался!» “Your shield is broken!” Configuration: { "ShieldProtection": { "wooden.shield": 80, "reinforced.wooden.shield": 90, "metal.shield": 95 } }$4.99 -
Version 0.6.4
8 downloads
Description ExperimentalGates is a dynamic server-wide event plugin for Rust that introduces mysterious teleport portals across multiple monuments. Players interact with these portals at their own risk, never knowing where they will end up next. The event is designed to create tension, unpredictability, and exploration, while remaining lightweight and fully configurable. Core Features Server-wide portal event Portals spawn at predefined positions on multiple monuments Each event randomly selects which portals are active if you set that option in config (count of doors) Using a portal teleports the player to a different random portal Stable teleport system Server-authoritative teleport Compatible with large maps and high player counts Event lifecycle system Manual or automated event start / stop Configurable event duration Automatic cleanup on stop or plugin unload Configuration { "AutoStart": { "Enabled": true, "IntervalMinutes": 180 }, "EventDurationMinutes": 30, "DestroySourceDoorOnUse": false, "DestroyTargetDoorOnUse": false, Console commands eg.start - Event start command eg.stop - Event stop command Full API Hook support for other plugins OnExperimentalGatesStarted OnExperimentalGatesStopped Gate control on monuments: The door spawn settings are located in oxide/data/ExperimentalGates_Data In this file you can edit: Door coordinates Number of door spawns on each monument Toggle specific monuments$15.99 -
Version 2.3.2
15 downloads
Author: MEMUARE Type: BuildBlock / Deployables / repair Version: 2.3.1 Lang files included : (RU/ENG) Description Advanced Softcore Base Destruction System for Rust Vanilla servers SoftBuild is an advanced softcore system for Rust servers that changes how base destruction works — without breaking vanilla mechanics. The plugin is designed to make raids less destructive, bases more recoverable, and gameplay fairer and more controlled, while still rewarding raiders. System Features After a cupboard is destroyed, the people registered in it don't lose their building privileges. Raiders can't install their own cupboard and ruin your house. After a raid, attackers won't be able to steal your deployables; they can only break them. The house owner is given N amount of time to restore broken deployables. Deployables remember their skinid to restore their skin when repaired. The visual appearance of cupboard debris depends on the cupboard's skin. Why SoftBuild? Reduce raid frustration Give players a recovery window Keep raids rewarding, not destructive Maintain the vanilla Rust feeling Configuration You can configure how long broken cupboard and deployables will stay in place. Ability to disable certain deployables to restore them. { "CleanupTimeSeconds": 86400.0, "SoftDeployables": { "Enabled": true, "Deployables": { "assets/prefabs/deployable/bed/bed_deployed.prefab": { "Enabled": true, "CorpsePrefab": "assets/prefabs/deployable/bed/bed_deployed.corpse.prefab" },$19.99-
- #raid
- #protection
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(and 3 more)
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Version 2.2.2
12 downloads
Author: MEMUARE Type: NPC / Teleport / Safe Zones Version: 2.2.0 Lang files included (RU/ENG) Description Ranger adds special NPCs to all Safe Zones, allowing players to safely teleport between them using a clean, immersive dialogue UI. Teleport cost is calculated dynamically based on real distance between NPCs —the farther you travel, the more expensive it is. The plugin works on any map seed, supports all Safe Zone variations, and is fully configurable. Perfect for vanilla+, hardcore, RP, and custom servers. Supported Safe Zones Outpost Bandit Camp Fishing Villages Stables The plugin automatically detects all existing monuments on the map. Teleport Price System Teleport cost is calculated as: BasePrice + (Distance × PricePerMeter) With limits: Minimum price Maximum price All values are configurable. Configuration NPC positions are fully configurable Includes in-game admin save command { "BasePrice": 50, "PricePerMeter": 0.05, "MinPrice": 50, "MaxPrice": 500, "NpcSpawns": { "outpost": { "X": 7.21, "Z": 46.31, "YRotation": 180 }, "bandit": { "X": -28.59, "Z": -3.05, "YRotation": 90 } } } Admin Command Type this command for local offsets , than copy parameters from log or console for typing them in config Save NPC position relative to monument (works on any seed): /ranger.save outpost /ranger.save bandit /ranger.save fishing_village_a /ranger.save fishing_village_b /ranger.save fishing_village_c /ranger.save stables_b /ranger.save stables_a Support If you have any questions or need help — feel free to contact me.$19.99- 1 review
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- #safezone monuments
- #safe zone
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Version 2.4.1
6 downloads
PinataEvent Author: MEMUARE Version: 2.4.1 Game: Rust Type: Automated World Event Description PinataEvent is a fully automated global event system that spawns a special Pinata attached to a tree. Players must find and destroy the pinata to receive valuable loot. The event runs automatically every 3–4 hours (random) and also supports manual admin control. Core Features Fully automatic event system Random spawn interval (3–4 hours by default) Safe biome protection (no desert, snow, rocks, water, monuments) Automatic removal of old Pinata before new spawn Native Rust HUD notification (no UI plugins required) Sound effects around the Pinata Configurable loot system Admin-only commands Multi-language support (EN + RU) Commands /pinata.start Admin force start the event /pinata.tp Admin teleport to the active Pinata Configuration { "AutoStartEnabled": true, "AutoStartMinMinutes": 180.0, "AutoStartMaxMinutes": 240.0, "Loot": [ { "shortname": "sulfur", "min": 1000, "max": 1000, "chance": 100.0 }, { "shortname": "metal.fragments", "min": 500, "max": 500, "chance": 100.0 } ] } Added Console commands: pinata.start - Console command for event start pinata.stop - Console command for event stop Added Winner Detection System Automatically detects the player who destroyed the pinata Full API Hook support for other plugins OnPinataEventStarted OnPinataEventEnded OnPinataEventWinner(BasePlayer player) Safety & Stability Proper cleanup on plugin unload enableSaving = false for spawned entities$12.99 -
Version 1.0.2
15 downloads
ABOUT THIS PLUGIN SleepingSnake adds a thrilling surprise for gatherers: when players pick up natural resources (like wood piles or ore collectables), there's a small chance a sleeping snake will spawn from under it — just like it was hiding there all along. A simple but immersive mechanic that adds life, danger, and unpredictability to the world. Only spawns in Temperate (grassy/forested) biomes No spawns in snow, tundra, or desert Smart spawn chance control (default: 5%) Collectable Control ( wood , stone , sulfur metal) { "SpawnChance": 0.05, "RequireTemperateBiome": true, "TriggeringPrefabs": [ "wood-collectable", "sulfur-collectable", "metal-collectable", "stone-collectable" ] } sleepingsnake2.mp4$3.99 -
Hello, I have 2 questions... Question number 1: Is it possible to somehow prepare houses with rent through Rust Edit? I have planned a very large project in which I will prepare 100 houses with rent, and doing this manually in the game itself will be very inconvenient. Question number 2: If the answer to my question number 1 is no, then I am interested in whether the houses will remain in their places after the wipe? Or will I have to go through all the prepared houses again and put locks and a mailbox?!
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- 31 comments
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- #underwear
- #skin
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(and 1 more)
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- 31 comments
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- #underwear
- #skin
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(and 1 more)
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Hi, I appreciated this update and left a review! But now I have one problem that I don’t know how to solve... I need the ServerCommands option, for example, so that the Admin can put a skin on the player through a server command! I will be very happy about this option! If necessary, I'm ready to pay extra!
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- 2 comments
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- #underwater
- #oilrig
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Version 1.0.0
11 downloads
This prefab was created on the basis of the original Oil Rig, all the cards are removed here, but a hackeble crate is added. this prefab is great for diversifying looting for sea lovers and will create a hot spot for underwater battles. ----------------------------------------------------- Preffab count : 537 Type: for looting; Modifiers: Height&Topology. ----------------------------------------------------- Loot : Food crate - 3 Elite Crate - 3 Normal Crate - 7 Underwater Basic - 1 Underwater Advanced - 2 Barrels - 14 Hackable Crate - 1$15.00- 2 comments
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- #underwater
- #oilrig
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