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About Me

Found 4 results

  1. Hi, I have a few projects I would like to have worked on and can use some help. Looking for a Rust developer who has a portfolio of work, communicates well, is consistent and is excited about developing Rust plugins! Please reach out to me on Discord at Bumfuzzler#8705 or reply here or course. Thanks!
  2. Version 0.1.1


    This mod will allow you to give up to 8 items as Random Kits to your players with cooldown options you can set in the config. You can make it daily, hourly, weekly, or monthly when the kits maybe redeemed...the option is up to you. This mod will automatically and randomly apply selected kits established within the config when a player claims them. In the config you have options for Items (clothing/items/electrical/so on), Weapons, Ammo (with a variable to give a min and max), Resources (also with a variable to give a min and max amount), and Food (plus a variable to give a min and max set amount). Items will drop on the ground if the player's inventory is full so they don't lose their kit. An item pop up will also show on the right side of the screen when kit items are recieved. Also added is a personal chat message to let them know that they have received a kit at the same time. (NOTE: You may delete lines in the config for items you may want to remove to shrink the kit size. You can't add more than 8 items per kit...this maybe expanded on later) Commands for use: /random.kit - Players can use this chat command to redeem their random kit bind <whateverkeyyouwish> chat.say /random.kit - To bind the redemption command to a key Permissions: randomkits.use - Allows player to use the /random.kit chat command randomkits.cooldown - Allows player to ignore the command cooldown Example Config: { "1. Command cooldown": 86400.0, //Initially set to 24 hours but you can set it to whatever amount in seconds you wish "2. List of weapons": [ { "Item1 shortname": "burlap.shirt", "Item2 shortname": "", "Item3 shortname": "burlap.trousers", "Item4 shortname": "", "Weapon shortname": "pistol.eoka", "Ammo shortname": "", "Minimal ammo that be given": 10, "Maximal ammo that be given": 100, "Resource shortname": "wood", "Minimal resource that be given": 10, "Maximal resource that be given": 10000, "Food shortname": "pumpkin", "Minimal food that be given": 5, "Maximal food that be given": 50 } //add a , and you can copy the list above and insert after to add more kits to make it more random ] }


  3. Tanki


    Hello, not having found a corresponding plugin, I ask you. Plugin name: ManagerUpKeep Description: Block the number of resources in the CT taking into account the value of decay.upkeep_period_minutes which I defined at 1440. This value will not change in the future. Stack x2 maximum with compatibility with the StackSizeController plugin Block resources that are not necessary for the upkeep (fabric, gunpowder, animal fat, leather, etc.) Example: the plugin authorizes 15k (this must include all resources, wood, stone, metal fragment, hqm). The player puts: 5k stone, 8k metal, 1k hq and 1k wood if he tries to add resources then we block and send him a message. Price: free or paids (within reason) ... I have little money ... hoping my request is clear enough ^^ Thank you !
  4. KanyT

    Plant Genes plugin?

    Hello community! Can anybody help me to make a simple plugin for new Rust plants genetics manipulation? For now I just use this dumb code for fast clones selection: private void OnEntityBuilt(Planner planner, GameObject seed) { var player = planner.GetOwnerPlayer(); var imSeed = seed.GetComponent<GrowableEntity>(); if (player == null || !player.IsAdmin) { return; } if (imSeed != null) { NextTick(() => { imSeed.ChangeState(PlantProperties.State.Fruiting, false, false); }); } Anybody knows how to make access to GrowableGene.Set(global::GrowableGenetics.GeneType geneType, bool firstSet = false) class ?