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Showing results for tags 'monument'.
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Version 1.1.5
335 downloads
This Christmas map will bring your server a great Christmas mood. This is a reissue of the old version of Lapland on a new landscape and with old monuments. The map has been increased from 3700 to 4250. Missing and new monuments, an oasis, modern rivers and a canyon were added. There have also been fixed and slightly reworked plugins that come bundled with the map for free Description: Size: 4250к Prefab Count: ~60к Plugins (The plugins are bundled with the map completely free of charge): Cableway CustomSledge SpawnStag (Decoratively adds deer to the ranch) Files for Better NPC: Lapland_CentralSquare Lapland_Excavation Lapland_JunkHands Custom monuments: New Year's Snow Globe New Year's Central Square Sledge Slide Yeti Cave Stag Ranch Port Village Cableway Junkyard Hands Underground Cannabis Plantation Excavation Train Station Festive Christmas trees on standard monuments Christmas pole А place to build your base (Igloo) Monuments from Facepunch: Radtown (new on the map) Giant Excavator (new on the map) Water Wells (new on the map) Ferry Terminal (new on the map) Airfield (new on the map) Train Yard Arctic Base Military Tunnels The Dome Water Treatment Plant Military Base Outpost Sewer Branch Bandit camp Satellite Dish Lighthouses Launch Site Underwater Labs Oil Rig Large Oil Rig Harbor 1 Harbor 2 Fishing Villages Ranch and Barn Junkyard 2 in the form of roadside monuments Quarries$34.99- 29 comments
- 6 reviews
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- #jtedal
- #mad mappers
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Version v1.1
560 downloads
The scene shows a rotten loading station surrounded by a little forest, which was used to reload goods from trains to trucks and trucks to trains in the good old times. But it isn´t so leave as it seems. A group of scientists was using the loading station to reload armory to a train and send it to the compound as suddenly one of the rusty structures collapsed and buried an armored truck among themselves. It´s your task to clear the area of scientists and find a way to open the armored truck to gain access to the weapons inside. While exploring the area you will see, you and the scientists are not the only ones who used the loading station for their own purposes. Includes: Two versions of the "Loading Station". First one is the monument version for normal use on your server, with all loot, effects, IO elements and levels you can go to The second one is the arena version for using with the deathmatch or gungame plugins. Reduced prefab count and no loot + colliders Prefab count monument: 4820 Prefab count arena: 1819 Monument: alpha mask, biome mask, height mask, texture mask, topology mask Arena: texture mask, topology mask Custom Loot (custom loot presets included if you have trouble loading the custom loot) Custom vending machine (custom vending preset included if you have trouble loading the loot inside of it) Custom CCTVs Scientist NPCs Many custom prefabs Path around the area for optional bradley spawns Hidden "easteregg" crate A more demanding door puzzle as the usual greencard/bluecard/redcard puzzles Little safezone inside the monument (you just have to find it) Fully accessible. You can climb any building and travel trough the sewer system Video: The Prefab was initially created by ☆☆☆ Abracadaver ☆☆☆Free- 2 comments
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- #monument
- #loading station
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Version 1.0.0
12 downloads
The famous well known 'Eiffel Tower'. This is a dome/oil rig styled monument in the shape of the Eiffel Tower. There is an elevator that goes up to the second floor though it doesnt reach the absolute top that has 3 military crates. The tower isn't scaled 1:1 as that would end up way too large anyway, the size as it currently is is about 1.5x higher than the dome is. There is loot containers placed down, the loot is pretty similar to the dome though there is a few extra food/medical crates on the Eiffel Tower. Object Count: 2316 The prefab includes splat and height. Looking to get a prefab or map customly made? Feel free to contact me on discord [-Core-] Daan#1402$5.00 -
Version 1.0.1
2 downloads
- FEATURES • Size: 4000. • Objects: 147114. • Map protection plugin included. • The map can be edited: Yes. - CONTAINS ALL OFFICIAL MONUMENTS • Radtown • Ferry Terminal • Nuclear missile silo • Large oil platform • Small oil platform • Submarine laboratories • Harbor • Large fishing villages • Fishing villages • Launch site • Satellite dish • The Dome • HQM Quarry • Stone quarry • Sulfur quarry • Arctic Research Base • Sewer Branch • Train yard • Junkyard • Abandoned military bases • Military tunnel • Caves • Large barns • Ranch • Bandit camp • Power plant • Swamp • Airfield • Giant excavation • Outpost • Lighthouse - PREFABS AND CUSTOM MONUMENTS • Zeppelin (Puzzle-parkour). • Ghostbusters Barracks, this is a faithful monument to the fire station used by the ghostbusters, contains puzzles, traps, loot, npc, ghostbusters logo. • Resource areas with flies: Lakes, Ore, Wood, Food. • Scalextric: A huge racing track with remote control, a tank watches over the tracks. • Skateboard: Build your base here. • Cargo Ship model: Full of loot, but watch your step sailor because you will find enemies on board. • Bullring: Use the Zone Manager plugin to place an event. • Ball: Build your base indoors. • Cake, a huge and delicious chocolate cake, inside you will find a not very pleasant surprise. • Billiard: An original area to build your base, access through the holes to discover a new world inspired by Mario Bross. • Train Stations, with waiting room, loot and NPC, with secondary rail respawn. • Fireplace: Look up, the Grinch is stuck. • Fishbowl, a huge aquatic area, contains a great variety of fish, in this area you will find the laboratory among other things. • Rubik's Cube: A colorful place to build your base. • Concert: Make your players have fun in this music zone. Turn on the music and lights, ants and flies will be your chorus. • Zeppelin with dish, if you need a place far away from your enemies this is a good option to build your house, besides it is located in the air. • Nintendo: A safe area to recycle, buy and trade. build your base on the controls. • Big Xmas Tree: A gigantic Xmas Tree. Build your base anywhere on the Xmas Tree. Moreover, BIG Xmas Tree is not only a decoration, it also contains a snowy village inside the pot. • Maze: Be careful and don't get lost, this maze contains loot, but also npcs. "In RATS you will find many hidden areas that have not been mentioned, so equip yourself and explore this great miniature adventure" - TIPS • Climb through walls, furniture and ceilings. • Take advantage of any area with total freedom to build your home. • Have fun .$54.90-
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- #rats
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Tagged with:
- #rats
- #rats2
- #ratsmap
- #rats custom map
- #xmas
- #xmassale
- #xmastree
- #miniature
- #adventure
- #custom map
- #rust
- #rustedit
- #build area
- #monument
- #zipline
- #mrhankey
- #ants
- #fly
- #bugs
- #trainstation
- #toystory
- #nintendo
- #mario
- #mariobross
- #creeper
- #fantasy
- #christmas
- #christmas map
- #xmas map
- #xmasmap
- #zeppelin
- #oxide
- #carbon
- #steam
- #playrust
- #pve
- #pvp
- #roleplay
- #arena
- #bullring
- #puzzle
- #mazingerz
- #ghostbusters
- #badgyver
- #facepunch
- #rustconsole
- #fuckingxmas
- #part2
- #rats 2
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- #cargoship
- #cargo
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Version 0.1.13
752 downloads
Plugin for Real PvE servers, featuring damage prevention, anti-griefing measures, customizable PvP zones, an automatic loot queue in radtowns and raid zones, and much more. P.S. Since the previous implementation with DynamicPVP was not correct and had some issues, I have added universal hooks(Developer API section) for general access from all PvP plugins, which are currently missing in DynamicPVP. I have requested the author to add them(3 lines), but for now, you will need to use the modified version of DynamicPVP.cs The ability to set "server.pve" to "true", which allows the server to have a "PvE" flag; Damage from NPC's are enabled when server.pve is true; The ability to inflict damage to one's own structures with "server.pve true"; The ability to destroy(including external walls) or rotate one's structures without any time constraints; The ability to force the decay of building blocks with Twigs grade, even if there is wood in the Tool Cupboard; The ability to toggle the gather resource restriction in someone else's Building Privileges; No one, except the owner or their friends, will be able to open their loot containers (chests, storages, bodies, etc.); Administrators can bypass loot restrictions; The ability to schedule the killing of players if they disconnect within someone else's Building Privilege; Disabling backpack and active item drop upon death, even if backpack is full; The ability to disable 'Give' messages; The ability to modify the items given at spawn on the beach; The ability to create an unlimited number of custom permissions; The ability to allow players to bypass the queue; The ability to set limits on sleeping bags, shelters and auto turrets for each permission; The ability to set a multiplier for the prices of monuments and events for each permission; The ability to customize the price and amount of vehicles for each of your custom permissions; The ability to assign vehicles to each player; The ability to customize the assigned price and available amount of vehicles for each of your custom permissions; An assigned vehicle can't be damaged, looted or pushed by other players, but it can be pushed if it is within someone else's Building Privilege; The ability to loot monuments through a queue system; The ability to configure monuments, setting their looting price and time, and adjusting status bars for each monument; The ability to acquire the privilege to loot events (helicopters, bradleys, and raidable bases) through a purchase; The ability to customize the price of each event types and loot attempts (lives); NPCs only aggress against players who are looting monuments, events or raidable bases; Only players who are looting monuments, events or raidable bases can inflict damage to NPCs; RaidableBases are protected from griefing(no damage, no loot and etc). Only the owner can interact with the raid; Neutral RaidableBases can be purchased; Prices for purchasing neutral raids are configurable for each difficulty level; Configurable raid limits (currently available) along with discount multipliers for purchases, for each permission. File location: *SERVER*\oxide\data\RealPVE\PermissionConfig.json Default: https://pastebin.com/5VtWZZVr All permissions are created and configured in the config file under the "List of permissions" section. You can create as many permissions as needed and customize them flexibly. It is recommended to use the prefix "realpve" in the permission's name, for example: "realpve.vip". NOTE: The first permission will serve as the default permission for those who do not have any permissions. { "List of permissions. NOTE: The first permission will be used by default for those who do not have any permissions.": [ { "Permission Name": "realpve.default", "Bypass Queue": false, "Limit of beds": 15, "Limit of shelters": 1, "Limit of auto turrets": 12, "Seconds that will be skipped when opening HackableLockedCrate. Range from 0 to 900": 0.0, "Monuments price multiplier": 1.0, "Events price multiplier": 1.0, "Limit of RaidableBases(at the time)": 1, "RaidableBases price multiplier": 1.0, "Vehicles settings": { "Horse": { "Limit": 1, "Price": 10.0 }, "Bike": { "Limit": 1, "Price": 5.0 }, "MotorBike": { "Limit": 1, "Price": 20.0 }, "Car": { "Limit": 1, "Price": 25.0 }, ... } }, { "Permission Name": "realpve.vip", "Bypass Queue": true, "Limit of beds": 20, "Limit of shelters": 2, "Limit of auto turrets": 15, "Seconds that will be skipped when opening HackableLockedCrate. Range from 0 to 900": 450.0, "Monuments price multiplier": 0.9, "Events price multiplier": 0.9, "Limit of RaidableBases(at the time)": 2, "RaidableBases price multiplier": 0.9, "Vehicles settings": { "Horse": { "Limit": 5, "Price": 9.0 }, "Bike": { "Limit": 5, "Price": 4.5 }, "MotorBike": { "Limit": 5, "Price": 18.0 }, "Car": { "Limit": 5, "Price": 22.5 }, ... } } ], "Version": { "Major": 0, "Minor": 1, "Patch": 1 } } An example of a monument/event/rb multipliers using default permissions. For example, if you set the price for the Harbor at $1000, a player with the default permission(1.0) will pay $1000 * 1 = $1000. Meanwhile, a player with a VIP permission(0.9) will pay $1000 * 0.9 = $900. However, if a player possesses a misbehaving permission with a value of 1.1, they will need to pay $1000 * 1.1 = $1100. { "Chat admin command": "adminpve", "Chat command": "realpve", "Is it worth forcibly implementing PvE for a server?": true, "Is it worth enabling GameTips for messages?": true, "Is it worth preventing the sending of 'Give' messages?": true, "Is it worth preventing resource gathering in someone else's building privilege area?": false, "Is it worth preventing the pickup of plants spawned by the server in someone else's building privilege zone?": false, "Is it worth assigning portals(Halloween and Christmas) to the first player?": true, "Is it worth preventing players from handcuffing others?": true, "Is it worth preventing a backpack from dropping upon player death?": true, "Is it worth preventing damage to the laptop of the Hackable Crate?": true, "Is it worth removing the penalties for recyclers in safe zones?": true, "Which currency symbol and format will be utilized?": "${0}", "Vehicles - Time(in seconds) to display the marker when searching for a vehicle. A value of 0 disables the marker": 15.0, "Anti-Sleeper - Time in seconds after which a player will be killed if they disconnect while inside someone else's Building Privilege. Set to 0 to disable": 1200.0, "PatrolHelicopterAI - Monument Crash. If set to true, the helicopter will attempt to crash into the monument": false, "PatrolHelicopterAI - Use Danger Zones. If set to false, the helicopter will function as it did before the April update": false, "PatrolHelicopterAI - Flee Damage Percentage. A value of 1 or above will make the helicopter behave as it did before the April update": 1.0, "Is Npc Random Raids enabled?": true, "PvP - Is friendly fire enabled by default when creating a team?": false, "PvP - Is it worth adding map markers for PvP zones?": true, "PvP - Name of the map maker": "PvP Zone!", "PvP - Settings for the status bar": { "Order": 9, "Height": 26, "Main_Color(Hex or RGBA)": "1 0.39 0.28 0.7", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/oi5vIkk.png", "Image_Local(Leave empty to use Image_Url)": "RealPVE_PvP", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "1 0.39 0.28 1", "Image_Transparency": 1.0, "Is it worth enabling an outline for the image?": false, "Image_Outline_Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Image_Outline_Transparency": 0.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "1 1 1 1", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the text?": false, "Text_Outline_Color(Hex or RGBA)": "#000000", "Text_Outline_Transparency": 1.0, "Text_Outline_Distance": "0.75 0.75", "SubText_Size": 12, "SubText_Color(Hex or RGBA)": "1 1 1 1", "SubText_Font": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the sub text?": false, "SubText_Outline_Color(Hex or RGBA)": "0.5 0.6 0.7 0.5", "SubText_Outline_Transparency": 0.0, "SubText_Outline_Distance": "0.75 0.75" }, "PvP - Settings for the progress status bar": { "Main_Color(Hex or RGBA)": "1 1 1 0.15", "Main_Transparency": 0.15, "Progress_Reverse": true, "Progress_Color": "#FF6347", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" }, "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 13 } } ENG: https://pastebin.com/ZMUL6pYL RUS: https://pastebin.com/Mx8cbMts Main commands(/realpve ) : vehicle: find - helps to find a player's vehicle; unlink - unlinks the vehicle without the need to approach it; clear - unlinks all vehicles. team: ff - Enable/Disable damage to teammates. Only the group leader can use this command. Admin commands(/adminpve). Permission "realpve.admin" required: loot - Toggle unrestricted looting. If a userID is added at the end, the command will apply to that player, otherwise, it will apply to the person who entered it. monument: pvp - Toggle the PvP flag for a monument. If a monumentID is added at the end, the command will apply to that monument, otherwise, it will apply to the monument the player is currently in. Example: /realpve team ff /realpve vehicle find *netID* /adminpve loot /adminpve loot *userID* /adminpve monument pvp /adminpve monument pvp *monumentID* This plugin provides the ability to claim vehicles, thereby preventing theft and griefing from other players. In permissions, you can set the price and quantity restrictions for each type of vehicle, ensuring flexible customization according to your preferences. An assigned vehicle can't be damaged, looted or pushed by other players, but it can be pushed if it is within someone else's Building Privilege. File location: *SERVER*\oxide\data\RealPVE\MonumentConfig.json Default: https://pastebin.com/XY1d9YaM This plugin introduces queue system and loot purchases for monuments. You can customize the price and time for looting for each monument. Within monuments, only the "Looter" and his friends have the ability to loot, pick up items or damage entities. Additionally, NPCs and animals within monuments do not aggress against other players and do not receive damage from them. If a player dies within the monument, they will have a grace period to return. This allows players to safely loot monuments without fear of griefing. Example of monument configuration: "ferry_terminal_1": { "Type(This parameter is just a hint. Changes won’t have any effect)": "RadTown", "Time in seconds(1-15) given to respond for purchasing monument looting": 5.0, "ShowSuffix": true, "Broadcast": true, "PvP - Is PvP enabled at this monument? If so, players will be able to kill each other, and loot will be publicly accessible": false, "PvP - Sets the delay in seconds that a player remains in PvP mode after leaving a PvP monument. 0 disables the delay": 10.0, "PvP - Is it worth adding map markers for monuments if they are PvP zones?": true, "LootingTime": 900, "Price": 15.0, "Is it worth using a progress bar for bars with a counter?": true, "Settings for the status bar": { "Order": 10, "Height": 26, "Main_Color(Hex or RGBA)": "#FFBF99", "Main_Transparency": 0.8, "Main_Material": "", "Image_Url": "https://i.imgur.com/awUrIwA.png", "Image_Local(Leave empty to use Image_Url)": "RealPVE_ferry_terminal_1", "Image_Sprite(Leave empty to use Image_Local or Image_Url)": "", "Image_IsRawImage": false, "Image_Color(Hex or RGBA)": "#FFDCB6", "Image_Transparency": 1.0, "Is it worth enabling an outline for the image?": false, "Image_Outline_Color(Hex or RGBA)": "0.1 0.3 0.8 0.9", "Image_Outline_Transparency": 0.0, "Image_Outline_Distance": "0.75 0.75", "Text_Size": 12, "Text_Color(Hex or RGBA)": "1 1 1 1", "Text_Font(https://umod.org/guides/rust/basic-concepts-of-gui#fonts)": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the text?": false, "Text_Outline_Color(Hex or RGBA)": "#000000", "Text_Outline_Transparency": 1.0, "Text_Outline_Distance": "0.75 0.75", "SubText_Size": 12, "SubText_Color(Hex or RGBA)": "1 1 1 1", "SubText_Font": "RobotoCondensed-Bold.ttf", "Is it worth enabling an outline for the sub text?": false, "SubText_Outline_Color(Hex or RGBA)": "0.5 0.6 0.7 0.5", "SubText_Outline_Transparency": 0.0, "SubText_Outline_Distance": "0.75 0.75" }, "Settings for the progress status bar": { "Main_Color(Hex or RGBA)": "1 1 1 0.15", "Main_Transparency": 0.15, "Progress_Reverse": true, "Progress_Color": "#FFBF99", "Progress_Transparency": 0.7, "Progress_OffsetMin": "0 0", "Progress_OffsetMax": "0 0" } } Type - This field serves only as an indicator for you. The changes won't have any impact; ShowSuffix - Suffix display. Some monuments (for example Warehouses) have suffixes in the name, like "Warehouse #12"; Broadcast - Enabling or disabling broadcasts when a monument is occupied or vacated; LootingTime - Time allocated for looting the monument; Price - The price for which you can start looting the monument. 0 means looting is free; BarSettings - Settings for the Advanced Status Bar. You can also choose the types of monuments by specifying them under the "List of tracked types of monuments" section. A list of all available types can be viewed on the MonumentsWatcher's page in the "Developer API" section. "List of tracked types of monuments": [ "RadTown", "RadTownWater", "RadTownSmall", "TunnelStation", "Custom" ] Events, similar to monuments, offer the opportunity to claim events. All events are configured in the config file under the "Settings for the events" section. You can customize the price of looting and looting attempts(deaths, including friends). Just like in monuments, only the "Looter" and his friends have the ability to loot and damage entities. Additionally, in events, NPCs do not aggress against other players. If a player(including friends) exceeds the death limit, the event became free, thereby providing other players with the opportunity to claim the event. Example of event configuration: { "Settings for the PatrolHelicopter events": { "IsEnabled": true, "Time in seconds (1-15) given to respond for purchasing this event. Note: This is shown to everyone who deals damage, and the first person to buy it will claim it": 5.0, "Is it worth removing fire from crates?": true, "The price to capture the event. 0 means the event is free": 50.0, "The number of deaths after which the event becomes public": 5 }, "Settings for the BradleyAPC events": { "IsEnabled": true, "Time in seconds (1-15) given to respond for purchasing this event. Note: This is shown to everyone who deals damage, and the first person to buy it will claim it": 5.0, "Is it worth removing fire from crates?": true, "The price to capture the event. 0 means the event is free": 50.0, "The number of deaths after which the event becomes public": 5 }, "Version": { "Major": 0, "Minor": 1, "Patch": 0 } } Price - The price to claim the event. 0 means looting is free; DeathLimit - Limit of deaths after which the event becomes free. File location: *SERVER*\oxide\data\RealPVE\NewbieConfig.json Default: https://pastebin.com/QHZCqpji An example of an item list given for the main inventory: "List of items for the main inventory": [ { "ShortName": "note", "Slot": 0, "Amount": 1, "SkinID": 0, "Text": "MsgNoteText" } ] P.S. In the Text field, you need to specify the language key. Or, you can just write any text, but there won't be a translation of the text. File location: *SERVER*\oxide\data\RealPVE\RaidableBasesConfig.json Default: https://pastebin.com/rpDng7Fd Integration with the RaidableBases plugin does not restrict its functionality in any way. On the contrary, it adds an anti-grief system that protects bases from malicious players. In raid bases, NPCs and other entities can only receive damage from the raid owner or their friends; Turrets and traps do not aggress against outsiders; You can customize the price of claiming to each difficulty and set individual discounts for each permission. You can still purchase raid bases using the /buyraid command. Raid bases without owners(buyable, maintained, manual and scheduled) can be bought for a price set in the configuration file or assigned to the first player who enters its radius, if the final price(price * discount) less or equals to 0. Additionally, as a bonus, upon buying this plugin, you receive 5 free bases for 3 difficulty levels, along with configured loot for them. [PluginReference] private Plugin RealPVE; There are 6 universal hooks that the plugin is subscribed to, the use of which allows interaction with PVP in various PVE plugins: OnPlayerEnterPVP OnPlayerExitPVP OnEntityEnterPVP OnEntityExitPVP CreatePVPMapMarker DeletePVPMapMarker OnPlayerEnterPVP: Used to add a player to PVP mode/zone. To call the OnPlayerEnterPVP hook, you need to pass 2 parameters: <BasePlayer>player - The player to add to PVP; <string>zoneID - A unique identifier for your PVP zone. This parameter is very important because a player can be in multiple PVP zones at the same time and passing the zoneID in this case allows for correct processing of the player's location within them. Interface.CallHook("OnPlayerEnterPVP", player, "*Your unique zone identifier*");//Calling the OnPlayerEnterPVP hook to tell PVE plugins that the player needs to be added to the specified PVP zone. OnPlayerExitPVP: Used to remove a player from PVP mode/zone. Calling this hook guarantees the player’s removal from the specified PVP zone, but does not guarantee the removal from PVP mode, as there may be other zones in addition to yours. Also, when a player dies, they are automatically removed from all PVP zones. To call the OnPlayerExitPVP hook, you need to pass 3 parameters, 1 of which is optional: <BasePlayer>player - The player to remove from PVP; <string>zoneID - A unique identifier for your PVP zone; <float>pvpDelay - Optional. When the player exits your PVP zone, you can also pass the PVP delay time. However, if the player still has other active PVP zones, your PVP delay will not take effect. Interface.CallHook("OnPlayerExitPVP", player, "*Your unique zone identifier*", 10f);//Calling the OnPlayerExitPVP hook to tell PVE plugins that the player needs to be removed from the specified PVP zone, with the pvpDelay(10 seconds) specified if the player no longer has any active PVP zones. OnEntityEnterPVP: Used to add an entity to PVP mode/zone. In the case of RealPVE, this hook is only necessary to add entities with an owner(player) to a PVP, allowing other players to interact with them, such as a player's corpse after death(PlayerCorpse) or a backpack after the corpse disappears(DroppedItemContainer). To call the OnEntityEnterPVP hook, you need to pass 2 parameters: <BaseEntity>entity - The entity to add to PVP; <string>zoneID - A unique identifier for your PVP zone. Interface.CallHook("OnEntityEnterPVP", entity, "*Your unique zone identifier*");//Calling the OnEntityEnterPVP hook to tell PVE plugins that the entity needs to be added to the specified PVP zone. OnEntityExitPVP: Used to remove an entity from PVP mode/zone. When an entity dies, it is automatically removed from all PVP zones. To call the OnEntityExitPVP hook, you need to pass 3 parameters, 1 of which is optional: <BaseEntity>entity - The entity to remove from PVP; <string>zoneID - A unique identifier for your PVP zone; <float>pvpDelay - Optional. When the entity exits your PVP zone, you can also pass the PVP delay time. However, if the entity still has other active PVP zones, your PVP delay will not take effect. Interface.CallHook("OnEntityExitPVP", entity, "*Your unique zone identifier*", 10f);//Calling the OnEntityExitPVP hook to tell PVE plugins that the entity needs to be removed from the specified PVP zone, with the pvpDelay(10 seconds) specified if the entity no longer has any active PVP zones. CreatePVPMapMarker: Used to create a map marker for the PVP zone. To call the CreatePVPMapMarker hook, you need to pass 5 parameters, 2 of which is optional: <string>zoneID - A unique identifier for your PVP zone; <Vector3>pos - The position of your PVP zone; <float>radius - The radius of the circle for your PVP zone; <string>displayName - Optional. The display name for the map marker; <BaseEntity>entity - Optional. The entity to which the map marker should be attached. Interface.CallHook("CreatePVPMapMarker", "*Your unique zone identifier*", pos, 25f, "ATTENTION! This is a PVP zone!");//Calling the CreatePVPMapMarker hook to tell PVE plugins to create a map marker for the specified zone, at the specified position with the given radius, but without specifying a parent entity. DeletePVPMapMarker: Used to delete a map marker for the PVP zone. To call the DeletePVPMapMarker hook, you need to pass only 1 parameter: <string>zoneID - A unique identifier for your PVP zone. Interface.CallHook("DeletePVPMapMarker", "*Your unique zone identifier*");//Calling the DeletePVPMapMarker hook to tell PVE plugins to delete a map marker for the specified zone. There are 5 hooks that the plugin calls: OnPlayerPVPDelay OnPlayerPVPDelayed OnPlayerPVPDelayRemoved OnZoneStatusText CanRedeemKit OnPlayerPVPDelay: Called when a player exits the last active PVP zone, allowing other plugins to overwrite the value for pvpDelay. Returning a float value allows changing the pvpDelay for the player. A value less than zero disables the pvpDelay. When calling the OnPlayerPVPDelay hook, 3 parameters are passed: <BasePlayer>player - The player to whom the pvpDelay is applied; <float>pvpDelay - The initial value of pvpDelay; <string>zoneID - A unique identifier of PVP zone. object OnPlayerPVPDelay(BasePlayer player, float pvpDelay, string zoneID) { Puts($"Attempting to set a PvP delay of {pvpDelay} seconds for player {player.displayName} in zone {zoneID}!"); if (zoneID == "*Your unique zone identifier*") { return 15f;//Overriding the values for pvpDelay } return null;//Leave unchanged } OnPlayerPVPDelayed: Called after the PVP delay has been set for the player. When calling the OnPlayerPVPDelayed hook, 3 parameters are passed: <BasePlayer>player - The player to whom the pvpDelay is applied; <float>pvpDelay - The value of pvpDelay; <string>zoneID - A unique identifier of PVP zone. void OnPlayerPVPDelayed(BasePlayer player, float pvpDelay, string zoneID) { Puts($"A PvP delay of {pvpDelay} seconds has been set for player {player.displayName} in zone {zoneID}!"); } OnPlayerPVPDelayRemoved: Called when the PVP delay is removed from the player after they enter a PVP zone with an active PVP delay. When calling the OnPlayerPVPDelayRemoved hook, only 1 parameter is passed: <BasePlayer>player - The player from whom the PVP delay has been removed. void OnPlayerPVPDelayRemoved(BasePlayer player) { Puts($"PVP delay has been removed for player {player.displayName} as they entered a PVP zone!"); } OnZoneStatusText: Called when the text with the nice name for the specified zone is needed, to be displayed in the status bar. When calling the OnZoneStatusText hook, 2 parameters are passed: <BasePlayer>player - The player for whom the nice name for the zone is being requested; <string>zoneID - A unique identifier of PVP zone. object OnZoneStatusText(BasePlayer player, string zoneID) { Puts($"Text for the status bar is required for zone {zoneID}"); if (zoneID == "*Your unique zone identifier*") { return lang.GetMessage("*langKey*", this, player.UserIDString);//<string>Overriding the value for the status bar text } return null;//Leave unchanged } CanRedeemKit: Called before giving the starter kit, in the OnDefaultItemsReceive hook. A non-zero value cancels this action. When calling the CanRedeemKit hook, only 1 parameter is passed: <BasePlayer>player - The player to whom the kit is being attempted to be given. object CanRedeemKit(BasePlayer player) { Puts($"Attempting to give the kit to player {player.displayName}!"); if (player.IsAdmin) { return false;//Cancel the action } return null;//Leave unchanged }$39.99- 32 comments
- 1 review
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- 3
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- #rust
- #real
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(and 56 more)
Tagged with:
- #rust
- #real
- #pve
- #pvp
- #solo
- #build
- #friendly
- #raid
- #npc
- #monument
- #monuments
- #loot
- #looting
- #farm
- #newbie
- #custom
- #bar
- #ui
- #cui
- #panel
- #vehicle
- #claim
- #limit
- #limits
- #sleeping
- #bag
- #sleeping bag
- #bed
- #shelter
- #permission
- #permissions
- #vip
- #economy
- #economics
- #rad
- #town
- #radtown
- #queue
- #bypass
- #vehicles
- #raidable
- #base
- #bases
- #raidablebases
- #raider
- #raiders
- #humannpc
- #event
- #events
- #copy
- #paste
- #copypaste
- #plugin
- #plugins
- #umod
- #oxide
- #carbon
- #iiiaka
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Version 2.0.1
429 downloads
This monument is a great small but central monument for your rust map, This monument will serve as a location for Chinook Helicopter to drop a locked crate for your server to fight for. Designed after an abandon cobalt landing pad the Helicopter Landing Zone will be a great addition to your map. Need to have Oxide.Ext.RustEdit.dll installed on your server, you an locate how to install this here https://www.rustedit.io/threads/rustedit-oxide-umod-extension.695/ Map will automatically take priority for locked crate drops, you do not need to change anything in your server settings. Includes, 2 Regular Box Spawns 1 Food Box 1 Scientist 1 Wooden Box$2.50- 6 comments
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- 1
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- #monument
- #chinook dropzone
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(and 2 more)
Tagged with:
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Version 2,0,0
18 downloads
I would like to offer you my version of the popular map from the game Counter-Strike: Global Offensive (2) - CS_ASSAULT. This monument is perfect for any server as I have meticulously worked on it and included everything just like in the original version. ABOUT THE MONUMENT: It consists of a train stop, residential buildings, and the main hangar with 4 entrances: The first entrance, which is also the main one, is the main gate. The second entrance is a black exit on the opposite side of the hangar. The third entrance is on the opposite side of the hangar on the second floor. And the fourth exit is through the ventilation shaft connecting the parapet of the second floor and the guardroom. Loot: On the outside, you can find regular crates, while military crates are located inside. The monument will be constantly updated.$10.00- 4 comments
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- #custom
- #custom map
- (and 10 more)
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Version v01
14 downloads
Introducing "The Cobolt Caretaker" An immersive addition to your rust server pulled from the depths of concept limbo. Approach with caution as the sleeping giant will awaken and rain hell fire upon any who dare draw agro within its vision. Patient players will be rewarded with a lootable crate ontop of the caretaker. The Sentries can be removed if you'd like it just as a static monument for players to interact with. For any issues please Reach out to me on Discord: potato_sheep$2.00-
- 3
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- #caretaker
- #prefab
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(and 4 more)
Tagged with:
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Version 0.1.6
547 downloads
A plugin creating a trigger box around Monuments and CargoShips to track entry and exit of players, npcs and entities from it. The list of all monuments can be viewed in the: Vanilla - *SERVER*\oxide\data\MonumentsWatcher\MonumentsBounds.json Custom - *SERVER*\oxide\data\MonumentsWatcher\CustomMonumentsBounds.json Note: MonumentsWatcher is utilized as an API for other plugins. You won't obtain any functionality beyond displaying monument boundaries without an additional plugin. The ability to automatically generate boundaries for vanilla and custom monuments; The ability to automatically regenerate boundaries for monuments on wipe; The ability to automatically adding languages for custom monuments; The ability to manually configure boundaries for monuments; The ability to track the entrance and exit of players, npcs and entities in a Monument and CargoShip; The ability to display boundaries. monumentswatcher.admin - Provides the capability to recreate or display monument boundaries. { "Chat command": "monument", "Use GameTip for messages?": true, "Is it worth recreating boundaries(excluding custom monuments) upon detecting a wipe?": true, "List of tracked types of monuments. Leave blank to track all": [], "Wipe ID": null, "Version": { "Major": 0, "Minor": 1, "Patch": 6 } } Monument bounds example: "airfield_1": { "Center": { "x": 335.881531, "y": 9.936, "z": 2096.53345 }, "CenterOffset": { "x": 0.0, "y": 15.0, "z": -25.0 }, "Size": { "x": 360.0, "y": 60.0, "z": 210.0 }, "Rotation": { "x": 0.0, "y": 44.06058, "z": 0.0 } }, ... Custom Monument bounds example: "exit69": { "MonumentType": 12, "Center": { "x": 336.676483, "y": 47.65218, "z": -39.02194 }, "CenterOffset": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Size": { "x": 100.0, "y": 100.0, "z": 100.0 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } }, ... Note: MonumentType can be found in the Developer API section. ENG: https://pastebin.com/nsjBCqZe RUS: https://pastebin.com/ut2icv9T Note: After initialization, the names of custom monuments will also be added here. rotation - Sets the monument rotation based on the argument or the player's view direction; recreate - Recreating boundaries for all monuments; show - Displays the boundaries of the monument in which the player is located, either by specified ID or key. Example: Rotation: /monument rotation - Rotation of the monument towards the player's head direction, in which the player is located /monument rotation gas_station_1_0 256.5 - Monument rotation with specified arguments: monument ID and Y coordinate Display by monument key(Will display all monuments with such a key): /monument show gas_station_1 Display by monument ID(Will display one monument with the specified ID): /monument show gas_station_1_4 void OnMonumentsWatcherLoaded() Called when the MonumentsWatcher plugin has fully loaded. void OnCargoWatcherCreated(string monumentID, string type) Called when a watcher is created for a CargoShip. void OnCargoWatcherDeleted(string monumentID) Called when a watcher is removed for a CargoShip. void OnMonumentsWatcherLoaded() { Puts("MonumentsWatcher plugin is ready!"); } void OnCargoWatcherCreated(string monumentID, string type) { Puts($"Watcher for monument {monumentID}({type}) has been created!"); } void OnCargoWatcherDeleted(string monumentID) { Puts($"Watcher for monument {monumentID} has been deleted!"); } Entered hooks: void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) Called when a player enters any monument void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) Called when an NPC player enters any monument void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) Called when any other BaseEntity enters any monument void OnPlayerEnteredMonument(string monumentID, BasePlayer player, string type, string oldMonumentID) { Puts($"{player.displayName} entered to {monumentID}({type}). His previous monument was {oldMonumentID}"); } void OnNpcEnteredMonument(string monumentID, BasePlayer npcPlayer, string type, string oldMonumentID) { Puts($"Npc({npcPlayer.displayName}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } void OnEntityEnteredMonument(string monumentID, BaseEntity entity, string type, string oldMonumentID) { Puts($"Entity({entity.net.ID}) entered to {monumentID}({type}). Previous monument was {oldMonumentID}"); } Exited hooks: void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) Called when a player exits any monument void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) Called when an NPC player exits any monument void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) Called when any other BaseEntity exits any monument void OnPlayerExitedMonument(string monumentID, BasePlayer player, string type, string reason, string newMonumentID) { Puts($"{player.displayName} left from {monumentID}({type}). Reason: {reason}. They are now at '{newMonumentID}'."); } void OnNpcExitedMonument(string monumentID, BasePlayer npcPlayer, string type, string reason, string newMonumentID) { Puts($"Npc({npcPlayer.displayName}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } void OnEntityExitedMonument(string monumentID, BaseEntity entity, string type, string reason, string newMonumentID) { Puts($"Entity({entity.net.ID}) left from {monumentID}({type}). Reason: {reason}. They are now in {newMonumentID}"); } [PluginReference] private Plugin MonumentsWatcher; There are 13 types of monuments: SafeZone(0): Bandit Camp, Outpost, Fishing Village, Ranch and Large Barn. RadTown(1): Airfield, Arctic Research Base, Abandoned Military Base, Giant Excavator Pit, Ferry Terminal, Harbor, Junkyard, Launch Site; Military Tunnel, Missile Silo, Power Plant, Sewer Branch, Satellite Dish, The Dome, Train Yard, Water Treatment Plant. RadTownWater(2): Oil Rig, Underwater Lab and CargoShip. RadTownSmall(3): Lighthouse, Oxum's Gas Station, Abandoned Supermarket and Mining Outpost. TunnelStation(4) MiningQuarry(5): Sulfur Quarry, Stone Quarry and HQM Quarry. BunkerEntrance(6) Cave(7) Swamp(8) IceLake(9) PowerSubstation(10) WaterWell(11) Custom(12) There are 22 api methods: GetMonumentDisplayName: Used to retrieve the nice name of the monument, considering the player's language. Returns an empty string on failure. To call the GetMonumentDisplayName method, you need to pass 3 parameters: monumentID as a string; userID as either a string or a ulong. You can provide 0 or empty string to get default(eng) language; displaySuffix() as a bool. Should the suffix be displayed in the name if there are multiple such monuments? This parameter is optional. (string)MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.userID, true); (string)MonumentsWatcher?.Call("GetMonumentDisplayName", monumentID, player.UserIDString, true); GetMonumentType: Used to retrieve the monument type. Returns an empty string on failure. To call the GetMonumentType method, you need to pass 1 parameter: monumentID as a string. (string)MonumentsWatcher?.Call("GetMonumentType", monumentID); GetMonumentPosition: Used to retrieve the position of the monument. Returns Vector3.zero on failure. To call the GetMonumentPosition method, you need to pass 1 parameter: monumentID as a string. (Vector3)MonumentsWatcher?.Call("GetMonumentPosition", monumentID); GetMonumentsList: Used to retrieve an array of monumentIDs for all available monuments. (string[])MonumentsWatcher?.Call("GetMonumentsList"); GetMonumentsTypeDictionary: Used to retrieve a dictionary of all available monuments with their types. (Dictionary<string, string>)MonumentsWatcher?.Call("GetMonumentsTypeDictionary"); GetMonumentsByType: Used to retrieve an array of all available monuments by type. To call the GetMonumentsByType method, you need to pass 1 parameter: monument type as a string. (string[])MonumentsWatcher?.Call("GetMonumentsByType", "SafeZone"); GetMonumentPlayers: Used to retrieve a list of players in the monument. Returns null on failure. To call the GetMonumentPlayers method, you need to pass 1 parameter: monumentID as a string. (HashSet<BasePlayer>)MonumentsWatcher?.Call("GetMonumentPlayers", monumentID); GetMonumentNpcs: Used to retrieve a list of npc players in the monument. Returns null on failure. To call the GetMonumentNpcs method, you need to pass 1 parameter: monumentID as a string. (HashSet<BasePlayer>)MonumentsWatcher?.Call("GetMonumentNpcs", monumentID); GetMonumentEntities: Used to retrieve a list of entities in the monument. Returns null on failure. To call the GetMonumentEntities method, you need to pass 1 parameter: monumentID as a string. (HashSet<BaseEntity>)MonumentsWatcher?.Call("GetMonumentEntities", monumentID); GetPlayerMonument: Used to retrieve the monumentID of the monument in which the player is located. Returns an empty string on failure. To call the GetPlayerMonument method, you need to pass 1 parameter: player as BasePlayer or userID as a ulong. (string)MonumentsWatcher?.Call("GetPlayerMonument", player); (string)MonumentsWatcher?.Call("GetPlayerMonument", player.userID); GetNpcMonument: Used to retrieve the monumentID of the monument in which the npc player is located. Returns an empty string on failure. To call the GetNpcMonument method, you need to pass 1 parameter: npcPlayer as BasePlayer or NetworkableId. (string)MonumentsWatcher?.Call("GetNpcMonument", npcPlayer); (string)MonumentsWatcher?.Call("GetNpcMonument", npcPlayer.net.ID); GetEntityMonument: Used to retrieve the monumentID of the monument in which the entity is located. Returns an empty string on failure. To call the GetEntityMonument method, you need to pass 1 parameter: entity as a BaseEntity or NetworkableId. (string)MonumentsWatcher?.Call("GetEntityMonument", entity); (string)MonumentsWatcher?.Call("GetEntityMonument", entity.net.ID); GetPlayerMonuments: Used to retrieve an array of monumentIDs for the monuments in which the player is located. Returns null on failure. To call the GetPlayerMonuments method, you need to pass 1 parameter: player as BasePlayer or userID as a ulong. (string[])MonumentsWatcher?.Call("GetPlayerMonuments", player); (string[])MonumentsWatcher?.Call("GetPlayerMonuments", player.userID); GetNpcMonuments: Used to retrieve an array of monumentIDs for the monuments in which the npc player is located. Returns an null on failure. To call the GetNpcMonuments method, you need to pass 1 parameter: npcPlayer as BasePlayer or NetworkableId. (string[])MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer); (string[])MonumentsWatcher?.Call("GetNpcMonuments", npcPlayer.net.ID); GetEntityMonuments: Used to retrieve an array of monumentID for the monuments in which the entity is located. Returns an null on failure. To call the GetEntityMonuments method, you need to pass 1 parameter: entity as a BaseEntity or NetworkableId. (string[])MonumentsWatcher?.Call("GetEntityMonuments", entity); (string[])MonumentsWatcher?.Call("GetEntityMonuments", entity.net.ID); GetMonumentByPos: Used to obtain the monumentID based on coordinates. Returns an empty string on failure. To call the GetMonumentByPos method, you need to pass 1 parameter: position as a Vector3. (string)MonumentsWatcher?.Call("GetMonumentByPos", pos); Note: This method returns the first encountered monument. Occasionally, there may be multiple monuments at a single point. Therefore, it is recommended to use the GetMonumentsByPos method. GetMonumentsByPos: Used to obtain a string array of monumentIDs based on coordinates. Returns null on failure. To call the GetMonumentsByPos method, you need to pass 1 parameter: position as a Vector3. (string[])MonumentsWatcher?.Call("GetMonumentsByPos", pos); IsPosInMonument: Used to check if the specified position is within the monument. Returns a false on failure. To call the IsPosInMonument method, you need to pass 2 parameters: monumentID as a string; position as a Vector3. (bool)MonumentsWatcher?.Call("IsPosInMonument", monumentID, pos); IsPlayerInMonument: Used to check if the player is in the monument. Returns a false on failure. To call the IsPlayerInMonument method, you need to pass 2 parameters: monumentID as a string; player as a BasePlayer or userID as a ulong. (bool)MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player); (bool)MonumentsWatcher?.Call("IsPlayerInMonument", monumentID, player.userID); IsNpcInMonument: Used to check if the npc player is in the monument. Returns a false on failure. To call the IsNpcInMonument method, you need to pass 2 parameters: monumentID as a string; npcPlayer as a BasePlayer or NetworkableId. (bool)MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer); (bool)MonumentsWatcher?.Call("IsNpcInMonument", monumentID, npcPlayer.net.ID); IsEntityInMonument: Used to check if the entity is in the monument. Returns a false on failure. To call the IsEntityInMonument method, you need to pass 2 parameters: monumentID as a string; entity as a BaseEntity or NetworkableId. (bool)MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity); (bool)MonumentsWatcher?.Call("IsEntityInMonument", monumentID, entity.net.ID); ShowBounds: Used to display the monument boundaries to the player. Note: Since an Admin flag is required for rendering, players without it will be temporarily granted an Admin flag and promptly revoked. To call the ShowBounds method, you need to pass 3 parameters: monumentID as a string; player as a BasePlayer; displayDuration as a float. Duration of displaying the monument boundaries in seconds. This parameter is optional. MonumentsWatcher?.Call("ShowBounds", monumentID, player, 20f);Free -
Version 1.0.0
2 downloads
Why This Plugin is a Game-Changer Transform your Rust server with Monument Loot Notifier, the essential tool to revolutionize gameplay for PVE and PVP alike! This plugin isn’t just functional—it’s a must-have for creating thrilling, efficient, and dynamic interactions on your server. On PVE Servers: Keep the action flowing and eliminate wasted time. With real-time notifications, players can focus on what matters most: exploration, teamwork, and thriving in the environment. No more looting empty monuments—this plugin boosts efficiency and keeps your players engaged. On PVP Servers: Turn up the heat! Notifications amplify the tension as players race to claim loot or ambush their rivals. Every notification becomes a high-stakes moment, transforming your server into a battleground of strategy and adrenaline. Support for Custom Monuments: Do you have unique, hand-crafted monuments on your server? No problem! Monument Loot Notifier fully supports custom monuments, which can be added manually through an integrated system. With just a few simple commands, you can define the boundaries of your custom creations and make them part of the action. This feature ensures your custom content gets the recognition and integration it deserves. Whether you’re fostering collaboration in PVE or creating heart-pounding moments in PVP, Monument Loot Notifier adds life and energy to your server! Documentation Commands /monument_add <name> Start creating a new custom monument by providing a name. Example: /monument_add CustomPowerPlant /add_point Add points to define the bounding box of the custom monument. Requires three points to complete. How have to start the session first by typing /monument_add NameOfYourMonument /monument_cancel Cancel the current monument creation session. No changes will be saved. /monuments_list Display a list of all custom monuments, including their name, position, and size. /monuments_show Visualize the bounding boxes of all custom monuments on the map for verification. Bounding Box System The bounding box system allows admins to define and manage custom monuments precisely. Here’s how it works: Begin by setting three points: top-left, top-right, and bottom-right corners. The plugin automatically calculates the bounding box and the center point. Bounding boxes are visually represented using spheres and lines, ensuring easy verification. This feature ensures accurate monument management for any monument size or layout, including custom monuments created by your team. Configuration File The configuration file empowers you to tailor the plugin to your server’s unique needs. Key options include: LootThreshold: Determines the number of loots required to trigger a notification. Example: Set it to 3 to notify players after three containers are looted. Default: 3. TrackLockedCrates: Enables or disables notifications for locked crate hacks. Default: true. TrackAirdrops: Enables or disables notifications for airdrop loots. Default: true. MapPreset: A critical setting that determines which custom monument configuration file to load. If your map is a regular procedural map with a seed, leave this blank, otherwise, add the preset name and the plugin will load the file with the same name to get the monument layout configuration. Example: Setting MapPreset to "CustomMap1" will load CustomMap1.json from the data folder. This makes managing multiple map setups seamless, especially for servers with unique content. To edit the configuration, navigate to the oxide/config folder and find the MonumentLootNotifier.json file. Make your changes and reload the plugin to apply them. Installation Copy MonumentLootNotifier.cs into your oxyde/plugins folder Copy Frostland.json into your oxyde/data/MonumentLootNotifier folder Permissions Control access to the plugin’s features with these permissions: • monumentlootnotifier.exclude.monuments: Exclude a player from monument-related notifications. • monumentlootnotifier.exclude.drops: Exclude a player from airdrop notifications. • monumentlootnotifier.exclude.lockedcrates: Exclude a player from locked crate hack notifications. • monumentlootnotifier.custommonument.create: Allow a player to create custom monuments using admin commands. Custom map preset included Map preset included in the ZIP file : - Frostland (map from gruber) Why Wait? Install Monument Loot Notifier Now! Whether you’re optimizing gameplay on your PVE server, cranking up the pressure in PVP, or showcasing your custom monuments, this plugin is the ultimate solution to transform your server into an unforgettable experience. Boost efficiency, increase adrenaline, and let your players thrive in the dynamic world of Rust. What are you waiting for?$7.00 -
Version 1.4.0
168 downloads
Apocalypse Spain, Map of Spain, contains a great variety of custom prefabs and the real terrain of Spain. • Apocalypse Spain is a map with all the main rivers of Spain. • It contains the terrain, topology and real biome of Spain. • Size: 4500. • Objects: 47898. • Map protection plugin included. • The map can be edited: Yes. - Contains all Official Monuments: • Ferry Terminal • Nuclear missile silo • Large oil platform • Small oil platform • Submarine laboratories • Harbor • Large fishing villages • Fishing villages • Launch site • Satellite dish • The Dome • HQM Quarry • Stone quarry • Sulfur quarry • Arctic Research Base • Sewer Branch • Train yard • Junkyard • Abandoned military bases • Military tunnel • Caves • Large barns • Ranch • Bandit camp • Power plant • Swamp • Airfield (with Bradley tank) • Giant excavation pit • Outpost • Lighthouse - Prefabs and custom monuments: • The Spanish Zeppelin (puzzle-parkour). • Ghostbusters Barracks, this is a faithful monument to the fire station used by the ghostbusters, contains puzzles, traps, loot, npc, ghostbusters logo. • Civil Guard Barracks, a construction zone for the server administrator. This monument-zone contains helicopter respawns and loot. • Event Zone, an area with flat terrain where you can use any plugin to generate events, for example: Raidable Bases, Defendable Bases, Event Manager. There is a great variety of plugins to generate events, use your imagination. • Arena, zone with loots, defenses, towers, barricades and crate with code, everything you need for your server to contain a PVP zone. You can also use this zone for other things. • Bank, a monument created for the Bank Heist plugin. If you do not have this plugin, you can use this monument for the player to search for resources. • Two aircraft carriers, these aircraft carriers have been created especially for the Biplane plugin, you can also use them as monuments, they contain helicopters, loot and NPCs. • Inferno Arena, is a battlefield with traps, death and fire. • Train Stations, with waiting room, loot and NPC, with secondary rail respawn. • Aerial platforms, each aerial platform contains several platforms connected to each other. • Cumbre Vieja, volcano with puzzle, NPC and loots. • Epic Tower Construction Zone for players. • Meteorite, with resources: iron, sulfur and stone, radiation, NPC and lotts. • Monorails, scattered around the map, monorails and underwater monorails. • Train tracks scattered all over the map, carefully designed. • The great bullshit, a Christmas hero, contains NPCs and boxes with codes. • City (Simulating Madrid), with collapsed skyscrapers, buildings in ruins and emblematic building of Madrid (Realia Tower - The Icon). - Monuments will be added to recreate-simulate Spain.$39.90- 33 comments
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- 5
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- #map
- #custom
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(and 31 more)
Tagged with:
- #map
- #custom
- #custom map
- #rust
- #rust map
- #rust edit
- #rustedit
- #españa
- #spain
- #apocalypse
- #apocalypse spain
- #build
- #monument
- #prefab
- #helitower
- #heli tower
- #helicopter tower
- #hotel
- #volcano
- #monster
- #zipline
- #train
- #cumbre vieja
- #meteor
- #station
- #train station
- #madrid
- #monorail
- #halloween
- #halloweensale
- #halloween monument
- #zeppelin
- #dirigible
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Version 1.8.4
215 downloads
Hey! Treat yourself to this moment of freedom Dive off the mast, enjoy the coolness of the ocean. Let your players totally own the ocean or just vibe there. BTW theres a submarine spot in the cave under the yacht & Rust+ switches to control all doors and hatches What technically is this yacht? Well.. It's like an high-detailed above-water monument, the yacht itself is basically a player base, like GreenBunker (check this out too) The yacht got 2 rooms, 2 showers + separate entry for captain closet with shower upfront yacht The yacht could've had 3 rooms, but nope, there's this DIY cave descent instead. You gotta build your base there, take over the whole yacht and the building zone around it All the yacht doors are either controeld from inside with buttons (just a quick exit or entrance in 3s), but you can also use Rust+ (can only be used for players whose build zone is privilege rn) Yacht lighting, inside and out, totally free, just hit the right switch Around here be 3 underwater crates, and players can untie them to loot, like in underwater barges ~1500 prefabs This yacht took a lot of time and effort to make, all out of love! I hope you like it, enjoy!$15.00- 2 comments
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- 3
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- #sailing yacht
- #yacht
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Version 2.0.3
53 downloads
Discover the ultimate high-quality rust map under the 3K size, Inspired by the Mayor of Kingstown series: In this storyline, inmates at the Kingstown Penitentiary revolt against the guards, successfully overthrowing them. Escaping to the wilderness, these inmates form groups, building camps and hideouts scattered throughout the map: Dive into every corner and unveil the hidden secrets of this masterfully crafted map! CUSTOM LANDSCAPE - Many hours of work went into designing and bringing to life this detailed landscape, unlike most "custom" maps nowadays. A NEW ENVIRONMENT - Spruce Biome: a new & refreshing scenery FEATURES - Muliple bridges and ziplines to ensure easy access between islands - Custom mini-caves for players to discover and build in: some of these are even camoflaged. - Buildable bus stops - Recyclers and marketplaces at fishing villages - Sunken monuments for the upcoming DPV (Diver propulsion vehicle) - Extra tugboat spawns - Road tunnel through the mountain - Waterfalls, rivers CUSTOM MONUMENTS - Kingstown Penitenciary: this monument's layout was designed to be intuitive, so players won't need a guide. Requires 1x green and 1x blue keycard to reach the top helipad, the main attraction being the hackable crate. - Inmate cabin - Inmate Camp - Mini Launch Site: takes less space and is better optimised than vanilla - Mini Airfield: takes less space and is better optimised than vanilla - Desert Military Camp: smaller & better optimised than the vanilla version - Inmate Hideout - Inmate Barn - Large Inmate Camp - Sunken HQM/Sulfur/Stone quarries: fully functional - Sunken Junkyard: fully functional - Bandit Fishing Village: this safe zone contains the best from both outpost and bandit camp VANILLA MONUMENTS - Radtown - Harbors (2/2) - Ferry terminal - Satelite Dish - Dome - Lighthouse - Vanilla caves - Oxum Gas Station - Mining Outpost - Supermarket - Missile Silo - Small Oil Rig - Large Oil Rig - Underwater Labs NOTES – Need help? You can always contact me on my discord server @ discord.gg/TJxwpKT2Ge – The password for the editor is included with the map. - Shoutout to Bxrflip for the arch bridge model! - Size: 2850 // Prefab count: ∼15k$38.90- 4 comments
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- 1
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- #answer
- #kingstown
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Version 1.0.5
123 downloads
Collection Log is a plugin that will track items collected from multiple sources against multiple collection logs. When a player discovers a new item that is contained in one of the logs, it is marked as found. Once a log has been entirely collected, the player is rewarded with that logs prizes. The sources that players can obtain items from are completely customizable, allowing for some unique logs to be created. Fully customizable logs that also support custom items. 11 different sources that can be collected from (Crates, barrels, Farming, Fishing, Woodcutting etc). Support for item rewards and command rewards included. Supports UINotify for communicating newly collected items. Here is an example of 2 collection logs with different sources: The "Farming" collection log contains growable items such as cloth, corn and pumpkins, but the only valid source to obtain these items from is the Farming source. The "Resources" collection log contains many types of items, but has some overlap with the "Farming" log, which includes cloth, corn and pumpkins. The key difference is that this log supports multiple sources (Collecting, Crates, Barrels, and Woodcutting), but it does not contain the Farming source. In this situation: When a player collects a map generated hemp plant (hemp-collectible), it would register cloth under the "Resources" log as collected, but it will not do the same for the "Farming" log. The "Farming" log would only register if the cloth was obtained from a grown hemp plant (hemp.entity). This is an example of how you can differentiate the same items using different sources. The plugin allows for multiple sources per collection log. Barrel - Triggered when the player destroys a barrel or road sign Collecting - Triggered when the player picks up an entity (hemp-collectible, diesel_collectible etc). Crates - Triggered when the player opens a create (only the first player to open the crate will trigger it). Farming - Triggered when the player collects grown entities. Fishing, - Triggered when the player catches a fish. Mining - Triggered when the player mines ore. Woodcutting - Triggered when the player chops a tree. Skinning - Triggered when a player skins an animal/person. Crafting - Triggered when a craft completes. Unwrap - Triggered when a player uses the unwrap button on an item. Consume - Triggered when a player uses the eat/drink button on an item. Corpse - Triggered when a player loots the corpse of an NPC. The only permission in the plugin currently is collectionlog.use. This is required to use any feature of the plugin. Menu command (customizable via config): cl or collectionlog$14.99- 8 comments
- 2 reviews
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- #collecting
- #item
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(and 7 more)
Tagged with:
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Version 1.1.18
267 downloads
This plugin and prefab combo adds a unique game arena to your map with very minimal effort. The plugin automates the game play entirely, and can be scheduled to run at an interval along side other plugins that use EventHelper. The game revolves around finding loot from crates (primitive by default), and killing each other while a radiation zone closes in around you. The zone is represented by a dome that will shrink in size at a configurable rate, as the game progresses. This will force players back to the centre for a final showdown. The winner will be awarded a prize (configurable). This package includes everything required to run the game manually or automatically, and features: Customizable weapon/armor lists (primitive and guns come default). A lobby with 8x elevators to bring contestants into the game. A configurable plugin to handle gameplay completely (more info below). Custom UI for the radiation zone. Running the game: The game will run automatically every hour (by default). It will give players 5 minutes to join (by default), or can be manually started by typing in /starthg <seconds>. Players join by typing in /hg (by default), which will strip and save all of their equipment, note down their metabolism stats (hunger, thirst, health etc) and teleport them into the lobby. The players will then be added to the "roster" and will be told to get into an elevator. A player cannot join if they have a car key in their inventory, or an active crafting que. Upon the game commencing, players will be taken to the surface via an elevator and the game will begin when the doors open. The dome spawns after 60 seconds (by default), and will start shrinking. Leaving the bounds of the dome will bring up a hud indicating that the player is in a radiation zone, and will start giving the player radiation stacks for as long as they are outside. Dying removes the player from the game, returning their equipment on respawn, and teleporting them back to the location that they were at originally. A player can also manually leave the game by typing in /leave (by default). The game ends when there is 1 player left standing. The player will be returned to their original location, with their original health and metabolism stats, and will have the ability to claim a prize by typing /claimprize. Commands: /starthg <seconds> - starts the game manually and resets the automatic start timer. Seconds = how many seconds before the game actually begins. /endhg - ends the current round of hungergames. /hg - joins the hungergames event. This command is configurable. /leave - leaves the hugnergames event. This command is configurable. /addfinalpoint - adds a potential end zone. /hgplayers - Lists all players who are still alive in the current event. Optional plugin - Night Vision You can the Nightvision plugin on Umod to allow for players to enjoy the event, even during pitch black nights. The plugin will enable/authorise a user to use nightvision when they join the event, and will then remove that privilege when they leave. Link: https://umod.org/plugins/night-vision Installation Follow the youtube guide for installation. The plugin will automatically acquire the button IDs when loaded for the first time. Be sure to delete the data file when you wipe the server so that it can acquire the new .net.IDs. Permissions "hungergames.admin" - Required to start/stop hungergames manually. "hungergames.list" - Required to use the /hgplayers command. See youtube video above for more information on adding this prefab to your map/server.$19.90 -
Version 2.0.0
20 downloads
This arena pack holds three hand-crafted arenas with all custom buildings ready for you and your players to enjoy. Arena List Pirate Themed 1v1 Viking Themed 2v2 Medieval Free For All or 3v3 Instructions When placing, make sure to use the splat maps and terrain heights given with the prefab. Each arena has a special place where it is recommended for players to spawn. The Viking and Medieval Arenas have small rock alcoves on each end behind a tori gate. The Pirate arena has the player spawn location behind both waterfalls to keep from spawn camping. For the prefab to function correctly, you will need the Oxide.Ext.RustEdit.dll extension installed on your server. Good to know Contains volumes to keep players in arenas and has an observation deck to view battles. Works with known arena plugins. As always, have fun!$29.99 -
Version 2.0.5
69 downloads
This prefab fills the game with a gloomy atmosphere, players who build it can not build their own elevators, but only fill up the fuel generator and use the one that is already in the cave. You may have noticed that the prefab has an elevator, Tesla coils, and a door that opens with electricity. In order for everything electrical to work, you need to have RustEditAPIExample on your server. Dll extension is required Oxide.Ext.RustEdit.dll https://www.rustedit.io/threads/rustedit-oxide-umod-extension.695/ If you install the prefab without RustEditAPIExample, then you will not be able to use the elevator, Tesla coils and open the door in it.$5.00 -
Version 1.2
1,126 downloads
I rebuilt the Customs Big Red Warehouse from EFT in Rust. It's a high tier monument with blue and red key doors and enough loot for everyone, so it should be heavily contested! Anyone can use the monument in their Rust server for free! I will mention your server here if you use it: Servers using the monument: DemonicDragons Soloville Sunday Credits green computer font by RobJFree- 7 comments
- 1 review
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- 4
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- #tarkov
- #escape from tarkov
- (and 12 more)
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Version 1.0.6
155 downloads
This plugin adds a high-risk, high-reward element to the newly introduced Radtown Monument. This dynamic event spawns a hazardous shipping container filled with valuable loot but surrounded by dangerous radioactive material. The challenge is twofold: not only must players manage the intense radiation levels, but they must also defend the container from relentless attack drones that aim to destroy it. Key Features: Valuable Loot: The container holds rare and powerful resources, making it a highly coveted prize. Multiple drone attack waves: Drones attack in mul Intense Radiation: High levels of radiation require careful planning and protective gear to approach safely. Drone Defense: As players attempt to claim the loot, AI-controlled drones will attack the container. Players must defend it until the crate unlocks. Catastrophic Explosion: If players fail to protect the container or take too long, it will trigger a massive explosion, devastating the area and killing any nearby players. Configuration options: Drone wave count, drone count per wave Drone health and damage Container health Crate Loot and much more ... This plugin enhances the Radtown Monument with intense, timed gameplay, rewarding those who can outlast both the environment and the drones—but punishing failure with explosive consequences! Permissions: radtownevent.admin - Required to run admin commands Commands: radtown start - Start the event radtown stop - Stop the event Developer Api: void OnRadtownEventContainerDelivered() // Called when the container has been delivered and the event is ready to start void OnRadtownEventStart() // Called when the locked crate inside the container has been hacked void OnRadtownEventEnd(bool success) // Called when the event is over. Success is false when the container exploded Configuration: { "Time between events (minutes)": 60, "Crate hack time (seconds; drone waves will spawn until the crate is fully hacked)": 600, "Container health": 8000, "Time before despawn after event has been completed (seconds)": 300, "Time before despawn if event is not started (minutes)": 30, "Make event zone visible": false, "Drone wave configuration": [ { "Wave number": 1, "Preparation time before drones spawn (seconds)": 5, "Maximum number of concurrent drones": 3, "Explosive drone configuration": { "Number of attack drones to spawn (0 to disable)": 20, "Drone health": 100, "Damage per shell": 40, "Target players": false }, "Kamikaze drone configuration": { "Number of kamikaze drones to spawn (0 to disable)": 0, "Drone health": 100, "Damage on explosion": 60, "Target players": false } }, { "Wave number": 2, "Preparation time before drones spawn (seconds)": 20, "Maximum number of concurrent drones": 4, "Explosive drone configuration": { "Number of attack drones to spawn (0 to disable)": 20, "Drone health": 150, "Damage per shell": 50, "Target players": false }, "Kamikaze drone configuration": { "Number of kamikaze drones to spawn (0 to disable)": 30, "Drone health": 150, "Damage on explosion": 60, "Target players": false } }, { "Wave number": 3, "Preparation time before drones spawn (seconds)": 20, "Maximum number of concurrent drones": 5, "Explosive drone configuration": { "Number of attack drones to spawn (0 to disable)": 40, "Drone health": 200, "Damage per shell": 40, "Target players": true }, "Kamikaze drone configuration": { "Number of kamikaze drones to spawn (0 to disable)": 40, "Drone health": 200, "Damage on explosion": 60, "Target players": false } }, { "Wave number": 4, "Preparation time before drones spawn (seconds)": 20, "Maximum number of concurrent drones": 8, "Explosive drone configuration": { "Number of attack drones to spawn (0 to disable)": 40, "Drone health": 250, "Damage per shell": 70, "Target players": true }, "Kamikaze drone configuration": { "Number of kamikaze drones to spawn (0 to disable)": 40, "Drone health": 250, "Damage on explosion": 80, "Target players": true } }, { "Wave number": 5, "Preparation time before drones spawn (seconds)": 20, "Maximum number of concurrent drones": 8, "Explosive drone configuration": { "Number of attack drones to spawn (0 to disable)": 40, "Drone health": 250, "Damage per shell": 70, "Target players": true }, "Kamikaze drone configuration": { "Number of kamikaze drones to spawn (0 to disable)": 40, "Drone health": 250, "Damage on explosion": 80, "Target players": true } } ], "Locked crate loot table": { "Enabled": false, "Minimum items": 4, "Maximum items": 8, "Item list": [ { "Short name": "scrap", "Min amount": 12, "Max amount": 48, "Chance (1 = 100%)": 1.0, "Skin id": 0, "Custom name": "" } ] } }$22.99- 7 comments
- 3 reviews
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- 2
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Version 1.0.9
78 downloads
RUST Plugin Test Server TEST MY PLUGINS THERE! connect play.thepitereq.ovh:28050 Monument Mutations allows you to apply mutations to any default or custom monument on the map. You can create positive mutations that give players bonuses for gathering, output, and stats, as well as negative mutations that impact their gameplay. With almost infinite possible mutations and more to come, this plugin offers extensive customization options. Create mutations with custom effects on any monument using Monument Mutations. Highly configurable with hundreds of options, allowing you to customize the number of active mutations. Adjust radiation resistance on default Hazmat Suits and Heavy Scientist Suits. Supports both default and custom monuments. Create an infinite number of mutation profiles and set their chances of appearing. Almost every programmed bonus comes with additional customizable options. The 1.0.0 version is just a beginning of the journey. I made the plugin highly expandable, so if you have any idea of additional mutations, hit me on my Discord! (link above) Mutation Descriptions As I said, plugin have a lot of possible options which are not described anywhere because they are different for each mutation type. Some of the mutations might not work with your server because other plugin is overwriting the RUST behavior, like custom recyclers etc. You can find all the definitions here! radMult - Multiplies the radiation on default monuments or radiation spheres in custom maps. radSet - Sets the radiation on the whole monument radius. If you set the value to 0.001 it will disable radiation on the whole monument. damageDealt - Multiplies the damage dealt to described entity type. Currently, the plugin supports 4 Mutation Object References: empty - Multiplies the damage in all cases. bot - The entity is NPC or bot. player - The entity is a player. animal - The entity is an animal. durability - Multiplies the durability loss on items. healing - Multiplies the healing amount of used items. noWounded - Sets the chance that when a player is killed, the wounded state is skipped, and he automatically dies. Values work in range 0-100. (percentage) gravity - Multiplies damage dealt by gravity, when players fall from a high place. recycle - Multiplies speed of the recycler work. There are a lot of custom recycler plugins that might not work in this case, then I don't recommend using this mutation. loot - Multiplies the loot in containers in mutated monument. Currently, the plugin supports 3 Mutation Object References: empty - Works for all items in containers. item shortname (ex. scrap) - Sets the multiplier only on selected item. In this case, it's scrap. item category (ex. Component) - Sets the multiplier only on selected item category. In this case - in all items in Component category. gather - Multiplies the gather from dispensers in mutated monument. Currently, the plugin supports 3 Mutation Object References: empty - Works for all resource dispensers. tree - Works only on all trees. ore - Works only on all ores. upgradeCrate - Sets the chance that when a crate is spawned or mutation started, the spawned crate can be upgraded to another tier. The tree looks like this: Normal Crate > Military Crate > Elite Crate Values work in range 0-100. (percentage) Information about "Possible Mutations" list: If you set only one value, and it's "All" then it rolls from the whole mutation pool. For better experience, I recommend making it manually, but this function exist ^^. Example Config (Version 1.0.0) With additional mutations, more detailed each mutation tier and some smaller customizations. (my private configuration) MonumentMutations.json { "Mutation Info Commands": [ "mut", "mutation", "mutations" ], "Minimal Active Mutations": 1, "Maximal Active Mutations": 3, "New Mutation Check Inverval (in minutes)": 15, "Default Hazmat Protection Override (0 to disable, 0.5 - default)": 0.0, "Hazmat Mk.II Protection (0 to disable)": 1.0, "Positive Over Negative Mutations": true, "Marker Map Scaling Value (Higher = Smaller)": 100.0, "Broadcast Mutation Info On Enter": true, "Mutations": { "DurabilityLoss": { "Mutation Type (see website for reference)": "durability", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 1, "Mutation Value - Min": 1.1, "Mutation Value - Max": 2.0, "Mutation Value - Rounding": 0.1 }, "FasterRecycle": { "Mutation Type (see website for reference)": "recycle", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 1.2, "Mutation Value - Max": 3.0, "Mutation Value - Rounding": 0.2 }, "HighGravity": { "Mutation Type (see website for reference)": "gravity", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 1, "Mutation Value - Min": 1.5, "Mutation Value - Max": 3.0, "Mutation Value - Rounding": 0.1 }, "InstaKill": { "Mutation Type (see website for reference)": "noWounded", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 1, "Mutation Value - Min": 10.0, "Mutation Value - Max": 50.0, "Mutation Value - Rounding": 5.0 }, "LessBotResistance": { "Mutation Type (see website for reference)": "damageDealt", "Mutation Object Reference (see website for reference)": "bot", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 1.1, "Mutation Value - Max": 2.0, "Mutation Value - Rounding": 0.1 }, "LessHealing": { "Mutation Type (see website for reference)": "healing", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 1, "Mutation Value - Min": 10.0, "Mutation Value - Max": 50.0, "Mutation Value - Rounding": 5.0 }, "LessPlayerResistance": { "Mutation Type (see website for reference)": "damageDealt", "Mutation Object Reference (see website for reference)": "player", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 1, "Mutation Value - Min": 1.1, "Mutation Value - Max": 1.5, "Mutation Value - Rounding": 0.05 }, "LowGravity": { "Mutation Type (see website for reference)": "gravity", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 0.1, "Mutation Value - Max": 0.9, "Mutation Value - Rounding": 0.1 }, "MoreBotResistance": { "Mutation Type (see website for reference)": "damageDealt", "Mutation Object Reference (see website for reference)": "bot", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 3, "Mutation Value - Min": 0.9, "Mutation Value - Max": 0.5, "Mutation Value - Rounding": 0.05 }, "MoreDurability": { "Mutation Type (see website for reference)": "durability", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 0.3, "Mutation Value - Max": 0.9, "Mutation Value - Rounding": 0.1 }, "MoreHealing": { "Mutation Type (see website for reference)": "healing", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 120.0, "Mutation Value - Max": 200.0, "Mutation Value - Rounding": 10.0 }, "MoreLoot": { "Mutation Type (see website for reference)": "loot", "Mutation Object Reference (see website for reference)": "Component", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 2, "Mutation Value - Min": 1.5, "Mutation Value - Max": 3.0, "Mutation Value - Rounding": 0.5 }, "MorePlayerResistance": { "Mutation Type (see website for reference)": "damageDealt", "Mutation Object Reference (see website for reference)": "player", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 0.6, "Mutation Value - Max": 0.95, "Mutation Value - Rounding": 0.05 }, "MoreRocks": { "Mutation Type (see website for reference)": "gather", "Mutation Object Reference (see website for reference)": "ore", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 1.1, "Mutation Value - Max": 1.5, "Mutation Value - Rounding": 0.05 }, "MoreScrap": { "Mutation Type (see website for reference)": "loot", "Mutation Object Reference (see website for reference)": "scrap", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 2, "Mutation Value - Min": 1.5, "Mutation Value - Max": 3.0, "Mutation Value - Rounding": 0.5 }, "MoreWood": { "Mutation Type (see website for reference)": "gather", "Mutation Object Reference (see website for reference)": "tree", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 1.1, "Mutation Value - Max": 1.5, "Mutation Value - Rounding": 0.05 }, "NoRadiation": { "Mutation Type (see website for reference)": "radMult", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 0.001, "Mutation Value - Max": 0.001, "Mutation Value - Rounding": 0.001 }, "RadiationMultiplierNegative": { "Mutation Type (see website for reference)": "radMult", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 2, "Mutation Value - Min": 1.1, "Mutation Value - Max": 2.0, "Mutation Value - Rounding": 0.1 }, "RadiationMultiplierPositive": { "Mutation Type (see website for reference)": "radMult", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 1, "Mutation Value - Min": 0.2, "Mutation Value - Max": 0.9, "Mutation Value - Rounding": 0.05 }, "RadiationSet": { "Mutation Type (see website for reference)": "radSet", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 1, "Mutation Value - Min": 10.0, "Mutation Value - Max": 75.0, "Mutation Value - Rounding": 5.0 }, "SlowRecycle": { "Mutation Type (see website for reference)": "recycle", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": false, "Mutation Weight": 1, "Mutation Value - Min": 0.5, "Mutation Value - Max": 0.9, "Mutation Value - Rounding": 0.05 }, "UpgradedCrates": { "Mutation Type (see website for reference)": "upgradeCrate", "Mutation Object Reference (see website for reference)": "", "Mutation Effect (Negative - false, Positive - true)": true, "Mutation Weight": 3, "Mutation Value - Min": 5.0, "Mutation Value - Max": 25.0, "Mutation Value - Rounding": 5.0 } }, "Profiles": { "Basic": { "Marker Color - Inside": "#32CD32", "Marker Color - Border": "#32CD32", "Marker Color - Alpha": 0.3, "Positive Mutations - Minimum": 1, "Positive Mutations - Maximum": 2, "Negative Mutations - Minimum": 0, "Negative Mutations - Maximum": 1, "Mutation Length (in minutes)": 45, "Mutation Start Broadcast": true, "Possible Mutations": [ "RadiationMultiplierNegative", "RadiationSet", "HighGravity", "SlowRecycle", "MoreDurability", "MoreRocks", "MoreWood", "MorePlayerResistance", "MoreBotResistance", "LessBotResistance" ] }, "Dangerous": { "Marker Color - Inside": "#FF0000", "Marker Color - Border": "#FF0000", "Marker Color - Alpha": 0.3, "Positive Mutations - Minimum": 3, "Positive Mutations - Maximum": 4, "Negative Mutations - Minimum": 2, "Negative Mutations - Maximum": 3, "Mutation Length (in minutes)": 45, "Mutation Start Broadcast": true, "Possible Mutations": [ "All" ] }, "Extreme": { "Marker Color - Inside": "#000000", "Marker Color - Border": "#000000", "Marker Color - Alpha": 0.5, "Positive Mutations - Minimum": 3, "Positive Mutations - Maximum": 5, "Negative Mutations - Minimum": 3, "Negative Mutations - Maximum": 5, "Mutation Length (in minutes)": 45, "Mutation Start Broadcast": true, "Possible Mutations": [ "All" ] }, "Normal": { "Marker Color - Inside": "#FFA500", "Marker Color - Border": "#FFA500", "Marker Color - Alpha": 0.3, "Positive Mutations - Minimum": 2, "Positive Mutations - Maximum": 3, "Negative Mutations - Minimum": 1, "Negative Mutations - Maximum": 2, "Mutation Length (in minutes)": 45, "Mutation Start Broadcast": true, "Possible Mutations": [ "RadiationMultiplierNegative", "RadiationSet", "LessPlayerResistance", "HighGravity", "SlowRecycle", "MoreDurability", "MoreRocks", "MoreWood", "LessPlayerResistance", "MorePlayerResistance", "MoreBotResistance", "LessBotResistance", "MoreScrap", "NoRadiation", "RadiationMultiplierPositive" ] } }, "Monument Names - Strict Name Check": true, "Monuments - Add Custom Monuments": false, "Monuments": { "HQM Quarry": { "Enabled": false, "Chance Weight": 1, "Default Monument Bounds Scale": 1.0, "Monument Radius": 0.0, "Mutation Length Multiplier": 1.0, "Profile Chances": { "Basic": 7, "Normal": 5, "Dangerous": 2, "Extreme": 1 } }, "Giant Excavator Pit": { "Enabled": false, "Chance Weight": 1, "Default Monument Bounds Scale": 1.0, "Monument Radius": 0.0, "Mutation Length Multiplier": 1.0, "Profile Chances": { "Basic": 7, "Normal": 5, "Dangerous": 2, "Extreme": 1 } } } }$35.00- 14 comments
- 2 reviews
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- 4
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- #mutations
- #monument
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Version 4.0.2
32 downloads
Ammo is one of the fhings, needed alot to defens for the always Respawning People in RUST. This Monument is called "Weapon Factory" due the Scene located in a Mountain with Undergroundlevels and alot of things to see. Green- / Blue- and Optional Redcard Puzzle Green & Bluecard Puzzle are combined Greencard: The Greencard Puzzle is located in the "Office" Building and needs to be done to activate the Bluecard Reader 3 x Fuse 1 x Greencard Bluecard: In the patio you need Fuel and a Blue Card Fuel the Electric Car to enable the Bluecard Slider Inside the Blueroom you need to activate a Button to get Into the Control Room. There you find a Button to activate the Ash-Cleaning-System. This System Opens a Hidden Door into the Fire to get to the Underground level and take the Blueroom Loot. If you dont have a Redcard: There is an Green Exit sign, where you can get Out without a Redcard If you have a Redcard: You'll find more Underground rooms and another Puzzle to Solve. You need: 2x Fuse * x Fuel This is how you activate the Redcard Slider to get into the Redroom Loot. Both ways will bring you into the Underground Exit. Covered with Cams and Trucks to get some Defense. Video will follow soon Whole Scene Included (Roads, River, Mountain, Bridge, ...) & Bots Spawn set.$10.00-
- 2
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- #monument
- #monuments
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(and 3 more)
Tagged with:
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Version 1.2.1
50 downloads
Video : https://streamable.com/b7vypr Features : - Randomized loot respawn intervals, configurable for each monument. Example: "launch site": "5-10" (in seconds) - Default respawn time is set between 30-60 minutes but can be fully adjusted through the configuration. - Automatically removes monuments that no longer exist after a server wipe, keeping the configuration clean and up-to-date. - Easy customization of allowed crates: You can add new crates to the configuration by modifying the AllowedCrates list in the config file For example : "allowed_crates": [ "crate_elite", "crate_normal", "crate_normal_2", "barrel", "card_green", "card_red", "card_blue" ], Additional Settings : "Direct container removal without dropping loot": false, "Enable When Player Dont Finish Looting Containers Will Drop Loot On Ground": true,$19.99 -
Version 3.0.0
13 downloads
Backstory This island is part of an ancient civilization, apparently people who lived before the appearance of COBALT built an arena there and used magic. We can see that the arena has not been completed and only we can decide what to do with it next. After finding this mysterious island, the mechanisms turned out to be working, all the doors open. People lived in it and built small houses and a port, over time people mysteriously disappeared and something dark and powerful blows from the island Important When installing a map, focus on the glaciers near the wooden house with traps. About the island A little about the electrics of the island When approaching the skull, bonfires light up The doors in the skull open from the inside with a button and from the outside with the help of wheels(each door separately) В саду все подключено, игрокам просто нужно подключить воду к насосу, который готов к включению. Взлетно-посадочная полоса может быть освещена красной сиреной Свет возле взлетно-посадочной полосы автоматически включается ночью и выключается днем. В саду есть руна, которая согревает землю вокруг, это дает возможность выращивать всевозможные растения в холодном климате. На огромной горе есть тропа, по которой легко подняться на вершину. В небольших озерах на острове питьевая вода не соленая. Для корректной работы необходимо -> https://www.rustedit.io/threads/rustedit-oxide-umod-extension.695/ если он не установлен, то вся электрика и механизмы у вас работать не будут$10.00 -
Version 1.0.3
19 downloads
A recreation of Kakariko Village from "The Legend of Zelda Ocarina of Time" but "Rusted" up a bit to fit the game. I made it as close to scale as possible. Also includes the Bottom of Well associated with Kakariko Village. Placement of the bottomofwell 16 prefabs should placed at a Y position height of 18 or above. Has a footprint about the size of Outpost with 1795 prefabs. One green card room with a blue card spawner. Total of 15 loot crates and one green card spawner. Has one recycler. One level 1 workbench and repair bench in green card room. For support message me on discord at Explosive_Shart#5430$5.00- 1 comment
- 1 review
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