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About Me

  1. Adem

    Barges

    Version 1.0.8

    467 downloads

    Discover the beauty of the open sea, with versatile barges perfect for transforming into your floating abode. Glide across the water effortlessly, by attaching a Tugboat, a Submarine, a RHIB, and more! You can traverse the waters of your Rust server with a custom Barge motor as well. Elevate your gaming experience, go on a wet and wild adventure with Barges, take the fight into the waves and beyond! The plugin includes 7 configurable platform shapes, each of which has it's own customization options in the config file. Note that the modules are configured within the config file, not in game. With proper TC authorization teammates can also access the Barge and it's modules. In the config file you can also adjust the maximum building height, movement speed, and several other parameters. Modules Barges each come with a variety of modules that you can enable, disable, or swap out for alternate modules, all within the config file. Regarding access to the modules in the game, this is restricted to players who have TC authorization. Connector Connector module allows attaching to a tugboat, a RHIB, or another barge. To allow attachment, press the button on the connector. You cannot install more than one Connector module on each Barge. Dock Dock module allows attaching boats and submarines to the Barge. Just approach it with your vehicle to activate and attach it. Mutliple Dock modules can be added to any Barge with available slots. Cabin Cabin module is used to drive the Barge. If this module is installed, the Barge can be driven with the help of an engine. To get into the Cabin, use the button on the door. To start the engine, fuel must be placed in the fuel tank behind the cabin. You can only connect one Cabin module on each Barge. Ramp Ramp module is used for loading and unloading vehicles, like motorcycles, cars, or minis! To open cor close the gate, use the button on the post. Multiple Ramp modules can be installed to each Barge. Anchor Anchor module will be the most used module for many who brave the sea on a Barge! Press the button to drop the Anchor, and stop movement so that you can build, or if you get a little seasick. Press the button again to go with the flow! Features and limitations • By default the construction on any Barge is restricted to either wood or metal. Stone and high quality are not currently an option. Those building parts will automatically receive the Legacy and Container skins. You can disable the restriction in the config, but this will negatively impact the performance on some servers and appear to have rougher movement of build parts with a large number of barges on the server • These actions are available only while the Barge is Anchored, not while moving - Base construction - Use of chairs and sofas - Installation of objects - Interact with wires pipes or conveyors • For optimization installing Wallpaper on Barges is not allowed • Building parts can not exceed the boundaries of the Barge itself • Frankenstein tables are not able to be installed on any Barge • By default you are not able to approach Fishing Village by Barge Please consider this plugin in BETA testing. The plugin is functional but I cannot make it compatible with the many plugins out there without your help. Please feel free to reach out with ideas but be patient with new ideas, as many common functions of a base are not so easy to do on a constantly moving rocking and rolling unique water base. Please give feedback and make tickets for support. Please be patient as all support requests are always going to be answered. If you are willing to join the Mad Mapper Discord this is a great resource for creating tickets for suggestions feedback and support. Chat commands (admin only) /spawnbarge PresetName - spawn the barge in your position /killbarge - destroys the barge you're looking at /killallbarges - destroys all barges on the server /givebarge PresetName - give the barge to yourself Console commands (RCON only) givebarge PresetName userID - give the barge to the player Plugin Config en – example of plugin configuration in English ru – example of plugin configuration in Russian Check out the rest of my work: Adem's Codefling Library You can reach out to me in Discord: Adem's Discord Profile Join the Mad Mappers Discord!
    $29.99
  2. RustFlash

    MyTugBoat

    Version 1.0.0

    7 downloads

    Hey friends, welcome to my boat! Today I have something really nice for you: My plugin for the Tug boat offers you numerous additional options. It's perfect for farming, but also for monitoring your own protection! As soon as you start the engine, you have access to the boat radar. If you move away or switch off the engine, the radar is closed. You can use the radar to move through the world. The position and direction of travel are displayed based on the compass direction. You can also use the radar to scan the underwater world using sound - just like a real boater. Enemy players, sharks and, of course, underwater loot are displayed on your radar based on the position on the radar. Make the water world more interesting for your players! I hope you have a lot of fun with this plugin. If you want, you are welcome to join our support discord. This plugin works perfectly with our TugFarm plugin! Features: UI - A real-time radar Compass - Display of the compass direction Loot - Detection of underwatercrates Sharks - Detection of sharks NPCs - Uncovering NPCs Commands: You have no Commands Permissions: mytugboat.use Allows to use this Plugin. load, run, enjoy
    $10.99
  3. _senyaa

    Jet Ski

    Version 1.4.8

    1,106 downloads

    This plugin adds jet skis with customizable physics! Chat Commands /jetski - Spawns jet ski near player (requires jetski.spawn permission) /jetski remove - despawns player's jet ski (requires jetski.despawn permission) /buyjetski - allows player to buy jet ski item and deploy it later (requires jetski.buy permission) Console Commands givejetski <amount> <player name> - give specified amount of jet skis to specified player (can be run in the server console or by player with jetski.admin permission) Admin Chat Commands (requires jetski.admin permission) /jetski_debug - show buoyancy points Each buoyancy point has force and size parameters Permissions jetski.admin - admin permission jetski.spawn - allows players to spawn a jetski via /jetski jetski.buy - allows players to buy jet ski deployable via /buyjetski jetski.free - allows players to use /jetski for free (if price is not 0) jetski.despawn - allows players to despawn a jet ski via /jetski remove Localization English Russian Configuration Example of JetSki.json { "(1.1) Jet ski price (set value to 0 to make it free, use ServerRewards or Economics as a shortname to use RP points or Economics balance respectively)": { "ShortName": "scrap", "Amount": 75, "SkinID": 0 }, "(1.2) Spawn cooldown (in seconds)": 120, "(1.3) Allow only 1 jet ski per player": false, "(1.4) Allow spawning jet skis only on beaches": false, "(1.5) Amount of jet skis /buyjetski command gives": 1, "(1.6) Starting fuel": 0, "(2.1) Allow picking up the jet ski only in building privilege": false, "(2.2) How much HP is reduced when the jet ski is picked up (0-100)": 25.0, "(2.3) Jet ski item name": "Jet Ski", "(2.4) Jet ski item skin ID": 2935987835, "(2.5) Jet ski item ID": 794443127, "(3.1)Make all snowmobiles jet ski": true, "(3.2) Allow Jet ski to drive on land": true, "(4.1) Enable 'boost' button (Left Shift)": false, "(4.2) 'Boost' button thrust": 10000.0, "(4.3) 'Boost' duration (seconds)": 5.0, "(4.4) 'Boost' cooldown (seconds)": 30.0, "(5.1) Engine thrust": 5000, "(5.2) Engine thrust on land": 49, "(5.3) Move slowly on grass or roads": true, "(5.4) Steering scale": 0.05, "(5.5) Automatically flip jet skis": false, "(5.6) Off axis drag": 0.35, "(5.7) Buoyancy force": 730.0, "(6.1) Jet ski prefab": "assets/content/vehicles/snowmobiles/tomahasnowmobile.prefab", "(6.2) Thrust point position": { "x": -0.001150894, "y": 0.055, "z": -1.125 }, "(6.3) Buoyancy points": [ { "Position": { "x": -0.62, "y": 0.09, "z": -1.284 }, "Size": 1.3 }, ... } ] } API BaseEntity SpawnJetski(Vector3 position, Quaternion rotation) Item CreateJetskiItem()
    $16.99
  4. Version 1.0.0

    7 downloads

    Custom fidhing village was include 3 levels: First level, have a typical village houses with vendors and vending machines. Second level, contain a generator room, few houses for vendors and farms was built on old barge and ready to quench your thirst, because fresh purifide water is collected in barrels. Third level rich in scene with music instruments for good timespending, good lighting, BBQ zone and coool own casino. Used NPC Spawn and Volumes prefabs. For correctly work please install RustEditExt library befor running the server.
    $9.99
  5. Version 1.2.13

    1,340 downloads

    Experience the thrill of high-seas plunder with "Tugboat Pirates". Encounter a Tugboat, brimming with NPC pirates protecting their valuable loot. Engage in intense battles, eliminate the captain for an access code, and seize the treasure. Features Tugboat with Pirate NPCs and loot patrols the ocean Kill the captain to get access to the loot room Fully configurable boat interior Boat location marked on the map Fully customizable NPCs (you can even give them rocket launchers in their kits) Event starts automatically (configurable time, can be disabled) Announcements via gametip and/or chat NPC are turret NPC that do not move from their station on the Tugboat Door code of the loot room can be found in the captain's corpse (pirate quotes can be changed in the config) Commands All Commands require the admin permission /tugboatstart - Manually start the event /tugboatstop - Manually end the event Hooks (void) OnTugboatPiratesStarted() // Called when the event has started (void) OnTugboatPiratesEnded() // Called after the event has ended Permissions tugboatpirates.admin - Required to use admin commands Configuration { "Time between events (minutes, set to -1 to disable scheduled events)": 60, "Event duration (seconds)": 3600, "Show toast when event starts": true, "Announce event in chat": true, "Boat leave time before despawning (seconds)": 120, "Time before boat despawn when captain is killed (seconds)": 1200, "Boat configurations": [ { "Location offset (used when spawning multiple boats)": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Npc profile for captain (must be a valid profile)": "captain", "Npc spawn locations and profiles": { "back_right": "pirate_lr", "back_left": "pirate_lr", "upper_front_right": "pirate_lr", "upper_front_left": "pirate_lr", "upper_back_right": "pirate_lr", "upper_back_left": "pirate_lr", "roof_back": "pirate_lr", "entrance_right": "pirate_lr", "entrance_left": "pirate_lr", "roof_right": "pirate_lr", "roof_left": "pirate_lr", "front": "pirate_lr", "right": "pirate_mp5", "left": "pirate_mp5" }, "Interior objects (crates, decoration, etc.)": [ { "Prefab path": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab", "Rotation": 180.0, "Position on boat": { "x": 0.0, "y": 2.0, "z": 4.2 }, "Skin id": 1394363785, "Loot profile (only for crates, leave empty for default loot)": "" }, // Removed some lines for readability reasons ] } ], "Npc profiles": { "pirate_lr": { "name": "Pirate", "health": 200.0, "enableRadio": true, "senseRange": 50.0, "visionCone": 135.0, "damageScale": 1.0, "memoryDuration": 60.0, "lootProfile": "pirate", "kit": "", "Clothing items": [ { "shortName": "hat.boonie", "amount": 1, "skinId": 965553937 }, { "shortName": "hoodie", "amount": 1, "skinId": 2984978438 }, { "shortName": "pants", "amount": 1, "skinId": 2984977257 }, { "shortName": "attire.hide.boots", "amount": 1, "skinId": 861468674 } ], "Belt items": [ { "shortName": "rifle.lr300", "amount": 1, "skinId": 0 } ] }, "pirate_mp5": { "name": "Pirate", "health": 150.0, "enableRadio": true, "senseRange": 50.0, "visionCone": 135.0, "damageScale": 1.0, "memoryDuration": 60.0, "lootProfile": "pirate", "kit": "", "Clothing items": [ { "shortName": "hat.boonie", "amount": 1, "skinId": 965553937 }, { "shortName": "hoodie", "amount": 1, "skinId": 2984978438 }, { "shortName": "pants", "amount": 1, "skinId": 2984977257 }, { "shortName": "attire.hide.boots", "amount": 1, "skinId": 861468674 } ], "Belt items": [ { "shortName": "smg.mp5", "amount": 1, "skinId": 0 } ] }, "captain": { "name": "Captain", "health": 100.0, "enableRadio": false, "senseRange": 0.0, "visionCone": 0.0, "damageScale": 1.0, "memoryDuration": 0.0, "lootProfile": "pirate", "kit": "", "Clothing items": [ { "shortName": "hat.boonie", "amount": 1, "skinId": 965553937 }, { "shortName": "tshirt", "amount": 1, "skinId": 811762477 }, { "shortName": "pants.shorts", "amount": 1, "skinId": 849256923 }, { "shortName": "attire.hide.boots", "amount": 1, "skinId": 861468674 } ], "Belt items": [ { "shortName": "mace.baseballbat", "amount": 1, "skinId": 0 } ] } }, "Loot profiles": { "crate_2": [ { "Short name": "scrap", "Min amount": 2, "Max amount": 20, "Chance": 1.0, "Skin id": 0 }, { "Short name": "metal.refined", "Min amount": 4, "Max amount": 8, "Chance": 0.5, "Skin id": 0 }, { "Short name": "gears", "Min amount": 1, "Max amount": 3, "Chance": 0.2, "Skin id": 0 }, { "Short name": "sewingkit", "Min amount": 1, "Max amount": 3, "Chance": 0.2, "Skin id": 0 }, { "Short name": "rope", "Min amount": 1, "Max amount": 3, "Chance": 0.2, "Skin id": 0 }, { "Short name": "sheetmetal", "Min amount": 1, "Max amount": 2, "Chance": 0.2, "Skin id": 0 }, { "Short name": "grenade.molotov", "Min amount": 1, "Max amount": 2, "Chance": 0.1, "Skin id": 0 }, { "Short name": "grenade.f1", "Min amount": 1, "Max amount": 4, "Chance": 0.1, "Skin id": 0 }, { "Short name": "telephone", "Min amount": 1, "Max amount": 1, "Chance": 0.1, "Skin id": 0 }, { "Short name": "multiplegrenadelauncher", "Min amount": 1, "Max amount": 1, "Chance": 0.1, "Skin id": 0 } ], "pirate": [ { "Short name": "scrap", "Min amount": 2, "Max amount": 6, "Chance": 1.0, "Skin id": 0 }, { "Short name": "bottle.vodka", "Min amount": 1, "Max amount": 1, "Chance": 0.7, "Skin id": 0 }, { "Short name": "pistol.eoka", "Min amount": 1, "Max amount": 1, "Chance": 0.2, "Skin id": 0 }, { "Short name": "ammo.handmade.shell", "Min amount": 5, "Max amount": 10, "Chance": 0.2, "Skin id": 0 }, { "Short name": "rope", "Min amount": 1, "Max amount": 3, "Chance": 0.3, "Skin id": 0 }, { "Short name": "sewingkit", "Min amount": 1, "Max amount": 2, "Chance": 0.3, "Skin id": 0 } ] }, "Priate quotes (inluded in captain's note)": [ "If rum can’t fix it, ye are not using enough rum.", "But… why is the rum gone?", "Be who you arrrr...", "All for rum and rum for all!", "Land was created to provide a place for boats to visit.", "If ye can read this ye be stupid." ] }
    $18.99
  6. Version 1.0.13

    1,706 downloads

    RUST Plugin Test Server TEST MY PLUGINS THERE! connect play.thepitereq.ovh:28050 Submersible Pump plugin helps manage river resources on your server. It allows players to place a water pump with fresh water anywhere on the map. The water output can be adjusted using the WaterWorks plugin by nivex. You can build your farm anywhere on the map. Customizable pump crafting and allows you to place pumps on foundations. Configurable height limits. Can be set to work on WaterBases. /pump - Plugin help command. /pump craft - Crafting submersible pump. givepump - Gives submersible pump to your inventory. (Console Command) submersiblepump.use – Allows you to craft and place submersible pump. (Needs to be enabled in config) submersiblepump.give – Allows you using givepump command. { "Misc - Require Permission": false, "Misc - Pump Item Name": "Submersible Pump", "Misc - Pump Ground Check": true, "Misc - Allow Placing On Water Level": false, "Misc - Allow Hammer Hit Pickup": true, "Limit - Default Pump Limit (0, to disable)": 0, "Limit - Permission Limits": { "submersiblepump.admin": 100, "submersiblepump.vip": 5 }, "Craft - Enable Pump Craft": true, "Craft - Chat Command": "pump", "Craft - Require Blueprint For Pump": true, "Craft - Required Workbench Level (0-3)": 2, "Craft - Pump Craft Cost": [ { "Item Shortname": "metal.fragments", "Item Amount": 1000, "Item Skin": 0 }, { "Item Shortname": "gears", "Item Amount": 10, "Item Skin": 0 }, { "Item Shortname": "metalpipe", "Item Amount": 20, "Item Skin": 0 } ] }
    $5.00
  7. ArtiIOMI

    Nature

    Version 1.1.8

    56 downloads

    The plugin changes the system of plants and trees to a more realistic one. Features Watering plants planted in the ground. Fertilizing plants planted in the ground. Possibility to block planting in unauthorized fields. All trees grow and have stages of growth. Tree seedlings were introduced. The method of obtaining wood has been changed. Video Preview https://youtu.be/stoRXnVGpik https://streamable.com/tktvrq https://streamable.com/my4z28 https://streamable.com/mcyvwl UNINSTALLING Delete the file from the plugins folder, or disable the feature in the configuration file. A server restart is required to uninstall the new plant system! Configuration Credits @UmodTeam for adding hooks. @Steenamaroo, @Billy Joe, @Raul-Sorin SorbanThanks you so much! Love you!!!
    $25.00
  8. Version 1.0.20

    313 downloads

    Water Bases rust plugin enables players with permissions to construct and expand structures on and underwater without the need for pillars, incorporating vanilla-like mechanics, special features like underwater nettings, and customizable settings for different player tiers. Questions? Support? Join the discord: https://discord.nikhub.dev In short This Rust plugin enables players with the right permissions to construct structures on the water's surface and even extend them below water in a way that feels natural and in keeping with the game's original style. There's no need for tall, unstable pillars reaching down to the seabed; simply place your foundation on the water and use a building plan or hammer to expand it. These aquatic constructions adhere to the same principles of stability, upkeep, and decay as traditional bases on your server but also introduce unique elements like underwater nettings for gathering random items (with fully customizable loot tables) and innovative building techniques. The plugin accommodates various configuration profiles based on permissions, offering an excellent method to reward VIP players across different levels. It grants you control over who is allowed to build on the water, the size of their constructions, their proximity to the shore, and the highest tier of building blocks they can use, among other aspects. Additionally, the plugin is designed to alert players if their construction interferes with the Cargo Ship's route. With the Submarine update on the horizon, it's time to prepare your server for aquatic adventures with Water Bases! Watch the video below to see what water bases are all about. "What about Cargo Ship, will it destroy structures in the way?" By default, players will get a warning if they try to to build a water foundation in the path of the cargo ship, but their water foundation will stay. You can change this setting from "Warn" to "Prevent", and the player won't be able to build it in first place. Changing it to "None" will skip this check. Every ocean path node creates a "bubble" with a configurable radius. See Admin chat commands section below to visualise those bubbles and guide your players to areas where they will be able to build without issues. Quick start (for players and admins) Upload the WaterBases.cs file to your oxide/plugins folder and you should be good to go, it's all plug-and-play. No need to restart your server! Before you can build on water, you need some Water Foundations. Water foundations are re-skinned Inner Tube items (Shortname: innertube / Item ID: -697981032 ; mind the minus sign, it matters!) with a skin ID 2484982352 (https://steamcommunity.com/sharedfiles/filedetails/?id=2484982352) or 2485021365 (https://steamcommunity.com/sharedfiles/filedetails/?id=2485021365). That info is just in case you'd like to include those in your own Kits/Server Rewards shops/loot tables/custom crafting plugins. How to obtain those within the plugin? Crafting water base foundations (with Building Planner) By default, all players will be able to craft, deploy, expand and reinforce water foundations. More on the limits and how to change them (how far/close to the shore, min and max depth of the water, how many water foundations allowed per building etc) in the section Advanced Config. When a player equips a Building Plan, a small GUI will show in the bottom right (positions/colours etc can be changed in the config too). There, players will be able to craft deployable water foundations - both square and triangle. Those crafted items will also be consumed when players expand their already deployed foundations or reinforce them. The default permission profile requires a player to be close to a Level 2 Workbench - this requirement can be edited in the config to change the level needed, or you can turn off the need for a workbench altogether, per permission profile. If you don't want your players to be able to craft foundations - so they have to find them/buy them/earn them instead - you can disable it per-profile. In that case, they won't see the GUI. Giving with chat commands (admins only) Type /give_square [amount] or /give_triangle [amount] to give yourself some foundations of that type. If you don't specify an amount, you will only receive 1. Deploying a "starter" foundation on water Go out to the lake/ocean, select the water foundation as your active item and using the doughnut-shaped guide, deploy it on the water surface. After trying to deploy/expand upon an existing water foundation, a couple of checks will be performed according to global config and individual permission profile for that player: Does the player have permission to deploy the first foundation/expand existing one? Is the player building blocked? How far is the player trying to build from shore (based on the map topology)? Too close/too far? How deep is the water where the player is trying to build? Is it too deep/too shallow? Is the player trying to build too close to the path of cargo/Oil Rig? Is the player allowed to have this many water foundations in the building? If all the checks have been successful, a new twig floor, with a stability 100% (like normal foundations) will be built. It will have some indestructible floatation barrels attached to it, partially covering the water foundation's soft side (the bottom). Then, a water foundation can be expanded, upgraded, protected with a Tool Cupboard (like any other buildings, really), or reinforced. Expanding Once you've deployed your first "starter" water foundation, all the subsequent foundations will be placed using vanilla building mechanics - just take a building plan and build some floors neighbouring your water foundation on the sides! If you have enough water foundation items of the required kind in your inventory, those newly placed floors will also turn into water foundations. And they can call be demolished/upgraded, just like normal twig structures, as soon as you place a Tool Cupboard. Expanding a single-sided water foundation requires 1 proper water foundation item, expanding a double sided water foundation (reinforced one) requires two. Reinforcing Reinforcing a water foundation means making it double sided - so it fully covers the soft side AND gives you the ability to build from the surface down, to the seabed/lakebed! To reinforce, make sure a built water foundation is fully repaired, and them hit it with a hammer. If you have a required water foundation item in your inventory, it will be consumed and the foundation will be reinforced: you will see another floor with floatation barrels attached upside down. If you try to expand a reinforced foundation (by attaching a floor at the bottom, reinforced side) and there's no water foundation above it (normal orientation), it will try to create one, provided you have enough items in your inventory. Reinforcements (upside down water foundations) are always associated with the water foundation they're attached to and cannot exist on their own - if you destroy the water foundation, its reinforcement will be destroyed too. However, destroying the reinforcement will not destroy is water foundation. Upgrading Water base structures Building blocks inside your water bases have certain tier limits associated with them - it's to help balance things out. By default, non-VIP and non-admin players will be able to upgrade water foundations to sheet metal tier, floor frames and wall frames to stone tier, and everything else (including walls, floors and reinforcement foundations) to wood tier. You can easily decide which permission profile has which max tier (per type of building block) in the config. Water Base exclusive features Because water foundations are treated as floors with the stability of a foundation, you can place roofs at "ground level", which is not possible with normal foundations! Similarly, you can leave a "hole" where a water foundation would be and place a floor frame with a hatch instead - now you can enter your base from the bottom, underwater! Reinforcing a water foundation means you'll be able to build down from the surface to the bottom of the water to create extra layers of protection, or... Nettings deployed in wall frames underwater will collect random junk items with editable loot tables, including fish and diving equipment! This feature is heavily configurable and can even be disabled. But also Sharks! Read just below. NEW IN 1.0.5: Beware the Netting Sharks! If enabled, Sharks will randomly spawn around Nettings underwater. Especially ones that have accumulated a lot of items, but only if there's at least 1 player within the distance of 100 meters from the Netting. As soon as the first item is caught in an empty Netting, a random silent timer will be set. Every additional item spawning reduces the timer left by a certain percentage (default by 8%). When it hits 0, AND local/global Netting Shark population limits haven't yet been reached (all in the config), a Shark will spawn somewhere near that Netting. The sharks have a configurable aggro distance and multipliers for speed and health. They will linger around the position of the netting that attracted them and try to pursue anyone in sight. Harvesting a Netting Shark corpse with a proper tool will yield some free items from its entrails - by default 5 times more than you'd normally get from a netting full of items from the default loot tables. Of course the default Shark loot tables in the config are, just like the Netting loot tables, completely configurable - check the config section below. All in all, it's like any other base... just on water, without annoying seafloor supports. The stability of the water foundation is always 100% and goes down the higher you built. The stability of a reinforcement foundation also starts at 100% and goes down the deeper towards the seafloor you build. All the decaying things (walls, floors, doors etc) will require appropriate upkeep materials in the Tool Cupboard. Structures can be repaired, demolished, upgraded and removed using plugins. Bases can be raided, taken over or left to decay. Water Bases Permissions (Oxide.Grant user YourName [permission name starting with waterbases.]) By default, the plugin generates 3 permission profiles in the config - one for admins, one for normal players with no specific permissions (default) and one for VIP. More on permission profiles and config values they can handle can be found in the section Advanced Config. Unless you have added more permission profiles, only these two below are going to be used by your config: waterbases.admin Holders of the admin permission will also be able to run the /wb_cfg, /give_square and /give_triangle commands. Also, by default, they will be associated with the permission profile that has no limits on placing water foundations. waterbases.vip1 Holders of this permission will follow settings and limits associated with with that permission profile. The permissions below are also registered, but not used by default. To use them, just create some permission profiles with those permissions as the key. waterbases.vip2 waterbases.vip3 waterbases.vip4 waterbases.vip5 Admin chat commands (must have ownerid/moderatorid/waterbases.admin permission) /give_square [optional arg: amount of items to receive] Will give the player a given amount of square-shaped water foundations. If no amount is provided, only 1 will be received. /give_triangle [optional arg: amount of items to receive] Will give the player a given amount of triangle-shaped water foundations. If no amount is provided, only 1 will be received. /draw_cargo This will draw a "bubble" (only for you, not every player) around every path node, and the bubble's radius will be taken from your config. If a player tries building inside one of these bubbles, they might get a warning or get prevent from doing so (because cargo ship destroys all structures in its way). Useful to visualise where your players can and cannot build, based on the cargo ship path. /shore_distance This will show you the current distance from the shore, to help you decide how close to/far from the shore to allow players to build. The unit used by Rust to measure shore distance is not in meters, it's something roughly equivalent to 1/10th of a map grid length. Mind you though, it's based off of the map's topology, so it should be fine on procgens, but if you have a custom map without topology layers reflecting the actual shoreline, you might want to disable relying on shore distance in your config. Admin console / chat command This command will work both from the chat (in that case, prefix it with a forward slash / ) and the console, (F1 or server/RCON console). Running this command as a player will require the waterbases.admin permission for players that are not moderatorid/ownerid enabled. wb.give [square/triangle] [partial player name or full steam ID] If a player executes it in the chat or console in-game and they don't specify a recipient, it will be given to the player executing this command. Executing from the server console requires specifying the player. Configuration (oxide/config/WaterBases.json and /wb_cfg chat command) Vast majority of the settings can be configured with the /wb_cfg chat command. Typing it in the chat with no parameters should dump a rundown of config fields and their values. In order to run any of the config commands, you will need to have ownerid or moderatorid (or the waterbases.admin permission). /wb_cfg RelyOnShoreDistance [logical values (true or false)] /wb_cfg GlobalOceanLevelCheckBeforePlacing [logical values (true or false)] /wb_cfg GlobalOceanLevelBaseline [fractions (like 1.2345) between -1000.00 and 1000.00] /wb_cfg CargoShipPathHandling ["Warn", "Prevent" or "None"] /wb_cfg MinDistanceFromCargoShipNode [fractions (like 1.2345) between 0.00 and 10000.00] /wb_cfg UnderwaterNetsCollectJunk [logical values (true or false)] /wb_cfg UnderwaterNetsRandomTimerMin [fractions (like 1.2345) between 0.00 and 10000.00] /wb_cfg UnderwaterNetsRandomTimerMax [fractions (like 1.2345) between 0.00 and 10000.00] /wb_cfg UnderwaterNetsItemLimit [integers (like 12345) between 0 and 100] /wb_cfg UnderwaterNetsSpawnSharks [logical values (true or false)] /wb_cfg UnderwaterNetsSharkRandomTimerMin [fractions (like 1.2345) between 1.00 and 100000.0] /wb_cfg UnderwaterNetsSharkRandomTimerMax [fractions (like 1.2345) between 1.00 and 100000.0] /wb_cfg UnderwaterNetsSharkTimerShortenByPercent [fractions (like 1.2345) between 1.00 and 100000.0] /wb_cfg UnderwaterNetsSharkSpawningMinDistance [fractions (like 1.2345) between 2.00 and 100000.0] /wb_cfg UnderwaterNetsSharkSpawningMaxDistance [fractions (like 1.2345) between 2.00 and 100000.0] /wb_cfg UnderwaterNetsSharkPopulationLimitLocal [integers (like 12345) between 0 and 1000] /wb_cfg UnderwaterNetsSharkPopulationLimitGlobal [integers (like 12345) between 0 and 1000] /wb_cfg UnderwaterNetsSharkSleepDespawnTimer [fractions (like 1.2345) between 2.00 and 100000.0] /wb_cfg UnderwaterNetsSharkHealthMultiplier [fractions (like 1.2345) between 0.001 and 100.0] /wb_cfg UnderwaterNetsSharkSpeedMultiplier [fractions (like 1.2345) between 0.001 and 100.0] /wb_cfg UnderwaterNetsSharkAggroRange [fractions (like 1.2345) between 0.001 and 100.0] /wb_cfg SharkHarvestingLootEnabled [logical values (true or false)] /wb_cfg GuiNEW1AnchorMinX [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW2AnchorMinY [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW3AnchorMaxX [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW4AnchorMaxY [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW5OffsetMinX [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW6OffsetMinY [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW7OffsetMaxX [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiNEW8OffsetMaxY [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiTextSize [integers (like 12345) between 0 and 100] /wb_cfg GuiButtonColor [hexadecimal numbers WITHOUT preceding # (like 3db4b3)] /wb_cfg GuiTextColor [hexadecimal numbers WITHOUT preceding # (like 3db4b3)] /wb_cfg GuiButtonAlpha [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg GuiTextAlpha [fractions (like 1.2345) between 0.00 and 1.00] /wb_cfg EnableBarrelEntities [logical values (true or false)] Advanced config (only editable through oxide/config/WaterBases.json) Water foundation crafting cost Here you can adjust how much it costs to craft water foundations. Make it more expensive, less expensive, or add/remove required materials. The cost will stay the same for all permission profiles. A full list of short names for items can be found at https://www.corrosionhour.com/rust-item-list/ "CraftingCostSquare": [ { "Shortname": "wood", "Amount": 100 }, { "Shortname": "metal.fragments", "Amount": 200 } ], "CraftingCostTriangle": [ { "Shortname": "wood", "Amount": 50 }, { "Shortname": "metal.fragments", "Amount": 100 } ], Shortname should belong to one of the available items in-game. The amount should be a whole number larger than 0 and smaller than the limit of a signed 32-bit integer (2 147 483 647). Permission profiles Using profiles you can quickly create/edit different permissions for different players, for example, if you have more than 1 VIP tier on your server - just add some new profiles. Different players can have different limits and permissions associated with building water bases. To check which permission profile the player should fall under, the plugin goes through all permission profiles and checks whether the player has that permission granted. The permissions are checked in order, meaning that if the player doesn't have the first permission, it will try the next permission on the list, etc (similar to how Auto Kits checks which kit to give to a player based on their permissions in order). If the player doesn't have any permissions from the list granted, they will fall back to the "default" profile. That's the only one that you shouldn't remove! If you remove it, a new one with default values will be created. So if you don't want your default, non-VIP players to build water bases, don't remove the default profile, just take away privileges in that profile (like deploying/expanding/reinforcing). You don't have to use the built-in VIP permissions - any permission from any plugin will do just fine! By default, three permission profiles are generated in the config: default, waterbases.admin and waterbases.vip1. The default permission profile will apply to any player who doesn't have any permissions listed in the profile list - let's have a look at it: "PermissionProfiles": { "default": { "PermissionRequired": "default", "MaxBuildingGradeGeneric": "Wood", "MaxBuildingGradeFrames": "Stone", "MaxBuildingGradeWaterFoundations": "Metal", "WaterDepthMin": 2.0, "WaterDepthMax": 100.0, "MaxWaterFoundationsPerBuilding": 25, "MinDistanceFromOilrig": 200.0, "MinDistanceFromShore": 2.0, "MaxDistanceFromShore": 20.0, "CanDeployWaterFoundations": true, "CanReinforceWaterFoundations": true, "CanExpandWaterFoundations": true, "CanExpandReinforcedFoundations": true, "CanCraftWaterFoundations": true, "RequireMaterialsForCrafting": true, "WorkbenchLevelRequired": 2.0, "CanDeployUnderwaterNets": true, } PermissionRequired should contain an already existing permission registered by any plugin in the form of pluginname.permissionname MaxBuildingGradeGeneric, MaxBuildingGradeFrames andMaxBuildingGradeWaterFoundations define the highest allowed grade for a particular part of a water base. Generic means anything that's not a water foundation or a door/floor frame (that includes normal floors, walls, half walls, and inverse foundations). For those 3 settings, the accepted options are "Twigs", "Wood", "Stone", "Metal" or "TopTier". Set all of them to "TopTier" if you don't want any tier limits on water bases. WaterDepthMin and WaterDepthMax define the allowed range for water depth when placing water foundations - to make sure that certain players are not building in water that is too shallow/too deep. The unit meters. MaxWaterFoundationsPerBuilding is what it sounds like it will prevent a player under this permission profile from adding more water foundations to a water base, limiting their size. Set to a large value like 100000 for virtually no limits. MinDistanceFromOilrig will define the minimum distance from the closest oilrig (in meters) that has to be respected before placing a water foundation down. Decrease to let players build closer, increase to make them build farther away. MinDistanceFromShore and MaxDistanceFromShore both rely on your map topology. If you're sure that you're quite close to the shore, but the /shore_distance command shows you ridiculous values, it means your map does not have the topology map painted properly (contact the map dev and let them know!). In that case, you should set the RelyOnShoreDistance option in the config to false and instead rely on water depth (if shore distance is enabled, it will rely on both). The unit here is not a meter, but roughly 1/10th of a map grid (around 15 meters). CanDeployWaterFoundations if set to true, will allow players using this profile to deploy newly started foundations (using the doughnut guide, provided they have a properly shaped water foundation item to be consumed). CanReinforceWaterFoundations if set to true, will allow players using this profile to reinforce water foundations by hitting them with a hammer (provided they have a properly shaped water foundation item to be consumed). CanExpandWaterFoundations if set to true, will allow players using this profile to build more water foundations upon already existing ones by placing neighboring floors with their building plan (provided they have a properly shaped water foundation item to be consumed). CanExpandReinforcedFoundations if set to true, will allow players using this profile to attach a floor to the side of a reinforcement foundation - and as long as they have 2 water foundation items in their inventory, they will expand that reinforced foundation along with its water foundation. CanCraftWaterFoundations if set to true, will allow players using this profile to craft water foundations using a GUI in the bottom-right (showing while a Building Plan is equipped). Profiles with this setting set to false won't display those GUIs and players will have to find other ways of obtaining water foundations (loot, kits, server rewards etc). RequireMaterialsForCrafting if set to true, players using this profile will need to have required crafting materials in their inventory when trying to craft a Water Foundation. If set to false, the player will be able to craft an infinite amount of water foundations for free, so use them with caution. WorkbenchLevelRequired Set to 0.0 (no workbench nearby required), 1.0 (Level 1 required), 2.0 (Level 2 required) or 3.0 (Level 3 required) for crafting Water Foundations. CanDeployUnderwaterNets if set to true, players will be able to deploy nettings in underwater wall frames. Those settings will slowly accumulate underwater junk items if the feature is enabled on your server - look below for the loot table configuration. Underwater junk & Netting Shark loot tables If you have not disabled underwater nets collecting junk, this is where you can adjust the kind and rarity of certain items. You can even remove entries and add your own, including a custom skin and item name! A "loot table" is perhaps not the right term, as the list contains individual chances of a "caught" item being of a particular kind. There can be only 1 item caught at a time, and the table defines random weights for every possible entry. The larger the weight (compared to the sum of all weights), the bigger chance of encountering a particular item. So if you have 10 entries and each of them have a weight of 1, each item will have an equal 10% chance of being one of the random entries in the list (as the weights sum up to 10). Thus you can have some items really common, and some of them really rare. Here are 2 sample entries from the list: { "Shortname": "innertube", "CustomName": null, "SkinID": 2484982352, "RandomChanceWeight": 1.0, "MinRandomAmount": 1, "MaxRandomAmount": 1 }, { "Shortname": "innertube", "CustomName": null, "SkinID": 2485021365, "RandomChanceWeight": 1.0, "MinRandomAmount": 1, "MaxRandomAmount": 1 }, Shortname is the most important bit - make sure it's correct! You can find a link to a full list of those names above. CustomName lets you give items caught in the netting different names. You can leave that null to leave a default item name. In this example, the two items are water foundations - the proper name for those items will be applied automatically by the plugin anyway. Whatever you type there, make sure to encompass it in quotes, like "CustomName": "My Custom Item Name" if it's not null! SkinID is pretty self-explanatory - it's the long number in the URL of a Steam Workshop item. By default, it's 0 (no skin). RandomChanceWeight lets you decide the item's rarity when spawning - relative to the rarity of other items. Increase or decrease this number (it can be fractional) to make the item more or less rare. MinRandomAmount and MaxRandomAmount are what they sound like - they should both be larger than 0 (whole numbers) and when that particular item is caught, the stack will contain an amount between these two numbers. Translation support (oxide/lang/en/WaterBases.json) Almost every string the players see, including names for the water foundation items and messages displaying in the chat and the GUI, can be edited. Just load the plugin and let it generate the file - after you edit it, reload the plugin.
    $29.99
  9. KpucTaJl

    Water Event

    Version 2.2.0

    2,440 downloads

    A new event includes a lot of game mechanics Description The event starts with a warning in the chat: a submarine will soon be passed near the island. A submarine will appear on the water when the time is up. There are 4 floors in the submarine. 2 floors are over the water and 2 floors are under the water. It is possible to get into the submarine on absolutely any transport. There are 4 outside entrances, 4 underwater entrances, and 2 submarine entrances (added in the Underwater Update). There are about 50 NPCs outside the boat and two upper floors. There are about 120 crates of items, rooms with blue and red doors, locked crates, recyclers, workbenches in the submarine (it is possible to set up in the configuration). There are also 4 cameras on the submarine that you can connect to (Submarine1, Submarine2, Submarine3, Submarine4). The number and location of all NPCs and crates can be changed in the plugin configuration. It is also possible to change the dropdown items in them. It is necessary to blow up the doors on the submarine with explosives to get to the crates (it is possible to set up the amount of damage to the doors in the configuration). When an event appears, a marker will display on the map (configurable in the configuration file). It is possible to set up in the configuration the PVP zone for those who use the TruePVE plugin. A timer with a countdown to the Event end and the number of crates and NPCs will display for all players in the Event zone. The conditions for the completing event are the end of the timer or the end of the loot crates. The submarine will disappear at the end of the event. It is possible to set up an automatic event appear on the map. All timers can be set up in the configuration. It is possible to lower the FPS on the server due to the large number of entities during the submarine appearance or the end of the event! Dependencies Required NpcSpawn Dependencies (optional, not required) True PVE PveMode GUI Announcements Notify Discord Messages AlphaLoot CustomLoot NTeleportation Economics Server Rewards IQEconomic Kits Chat commands (only for administrators) /waterstart - start the event /waterstop - end the event /waterpos - determining the position and rotation coordinates for changing the location of NPCs and crates.It should write in the configuration (Attention! The event must be started, the current position of the administrator in relation to the submarine is read) Console commands (RCON only) waterstart - start the event waterstop - end the event Plugin Config en - example of plugin configuration in English ru - example of plugin configuration in Russian Hooks void OnWaterEventStart(HashSet<BaseEntity> entities, Vector3 position, float radius) – called when the event starts void OnWaterEventEnd() – called when the event ends void OnWaterEventWinner(ulong winnerId) – called at the end of the event, where the winnerId is the player who did more actions to complete the event My Discord: KpucTaJl#8923 Join the Mad Mappers Discord here! Check out more of my work here! The submarine is designed by Jtedal
    $40.00
  10. Version 2.2.4

    1,521 downloads

    It’s an Event in the Power Plant location Description The event begins with a chat warning: soon CH47 will get new crates with items for scientists to the Power Plant location. When the time is up, the NPCs guarding this location will appear in the Power Plant zone. Then a water barrel will appear on the top of the central building. A CH47 will fly to this location to get new crates with items. When the CH47 arrives in the Event zone, it will fail to control and crash in a cooling tower of the power plant. All the crates from the CH47 will be on the top of the cooling tower. But they will be in the fire. You need put out the fire to get access to the crates. It is necessary to activate a fire system to put out the fire. A fire system is on the top of the central building. So a Workcart will arrive to the Event area to bring a barrel of water. You need move this water from the Workcart to the empty barrel on the top of the central building. As soon as you do this, you will be able to start the fire system by pressing a button. When the fire system has activated, the fire in the cooling tower will be out. You will be able to access the crates in the cooling tower. There is a camera in the location for viewing the event. When an event appears, a marker will display on the map (it can set up in the configuration file). All players in the event area have a timer with countdown to the end of the event Dependencies Required NpcSpawn Dependencies (optional, not required) True PVE PveMode GUI Announcements Notify Discord Messages AlphaLoot CustomLoot NTeleportation Economics Server Rewards IQEconomic Kits Chat commands (only for administrators) /ppstart - start the event /ppstop - end the event /pppos - determining the position and rotation coordinates for changing the location of NPCs and crates. It should write in the configuration (Attention! The event must be started, the current position of the administrator in relation to the Power Plant is read) Console commands (RCON only) ppstart - start the event ppstop - end the event Plugin Config en - example of plugin configuration in English ru - example of plugin configuration in Russian Hooks void OnPowerPlantEventStart() – called when the event starts void OnPowerPlantEventEnd() – called when the event ends void OnPowerPlantEventWinner(ulong winnerId) – called at the end of the event, where the winnerId is the player who did more actions to complete the event My Discord: KpucTaJl#8923 Join the Mad Mappers Discord here! Check out more of my work here!
    $25.00
  11. Version 1.0.0

    2 downloads

    Water Catcher Modifier Effortlessly enhance water catchers on your Rust server! This plugin offers unparalleled customization of water catcher properties while maintaining near-zero performance impact. Key Features - Performance-Optimized: Designed with efficiency in mind, ensuring your server's performance remains unaffected even with extensive modifications. - Fully Configurable: Adjust static, rain, snow, and fog water collection rates, as well as max water storage and item creation limits. - Dynamic Behavior: Control how often water catchers generate water with a configurable static fill timer. - Indoor Collection: Optionally allow water catchers to collect water indoors, even from fog. - Automatic Initialization: All water catchers are updated dynamically during server initialization, with changes reverting seamlessly on plugin unload. Default Configuration { "Fill timer": 60.0, "Catchers": { "assets/prefabs/deployable/water catcher/water_catcher_small.prefab": { "Require being placed outside": true, "Max amount of water that can be stored": 10000, "Base collection rate that happens at all times": 0.25, "Additional rate during rain": 1.0, "Additional rate during snow": 0.5, "Additional rate during fog. Fog water is also collected indoors": 2.0, "Max item to create": 10.0 }, "assets/prefabs/deployable/water catcher/water_catcher_large.prefab": { "Require being placed outside": true, "Max amount of water that can be stored": 10000, "Base collection rate that happens at all times": 0.25, "Additional rate during rain": 1.0, "Additional rate during snow": 0.5, "Additional rate during fog. Fog water is also collected indoors": 2.0, "Max item to create": 10.0 } } } Permissions and Support Permissions: No special permissions required. Support: For assistance, join our Discord community at https://discord.gg/YnbYaugRMh
    $4.99
  12. Version V3

    11 downloads

    My prefabs are buildable entirely including the custom moon pool. Have included several versions of glass for the dome , from industrial , see through glass , non transparent and reinforced. has recycler and water well to draw water . the topology has been added to allow trees , grass and some ores to mine. this prefab can server a solo player or team. topology inside the dome that needs to be erased is Alt (if any) Ocean and offshore. any question or comments will be answered. This adaptation of @Immp77's prefabs. This is my version of his prefabs with permission and commercial license granted.
    $10.00
  13. Version 1.0.8

    1,241 downloads

    A plugin that spawns in NPC controlled RHIBS which act as stationary patrols in the ocean and along the coastline waiting and looking for players. Once engaged, players have the choice to attack them for loot or flee for their lives! Description This plugin will spawn RHIBs with NPCs on your server that will act as stationary patrols, they will remain in place and search for players that enter their sight, at which point they will pursue the player. The player has the option of escaping the patrol, or they can fight the NPCs and if successful and victorious, you can take the loot they hold in their boat! Should the player have a base on the beach, or decide to hide inside anywhere near the waters edge, the NPCs will not hesitate to pull out their rocket launchers and go to work trying to raid their defensive positions! In the configuration for the plugin you can create several patrol presets, each having their own population on the map. Adjust also the amount of NPCs in the boat, their clothing and weapons, all of their parameters for difficulty and challenge, as well as adjust and customize the loot table for each preset, including custom spawn locations for the stationary patrols. The best map for the plugin to work is a map with a lot of sea. I can recommend the maps of the Mad Mappers team developers.: Land Of Enmity Arhipelago Dependencies Required NpcSpawn Plugin Config en - example of plugin configuration in English ru - example of plugin configuration in Russian My Discord: KpucTaJl#8923 Join the Mad Mappers Discord here! Check out more of my work here!
    $30.00
  14. Version 1.0.1

    38 downloads

    Simple Plugins Block Splash Radioactive Water Prevent Splash Radioactive Water (Prevents spraying of radioactive water using water guns and buckets.) No Config, Perms Image Made Thanks @Azmo
    Free
  15. Version 1.3.2

    770 downloads

    Heavy Cargo Ship Event is a configurable plugin that allows for a new type of random event. Randomly a message will appear letting players know that there's an incoming heavy cargo ship. The ship is equipped with extra scientists, auto turrets, and a Bradley. Players must try to board the ship and kill the scientists in the lower decks to find the code to disable the auto turrets OR destroy all the turrets. If the code is found, it can be entered into the code lock in the lower decks to disable the turrets. Once the turrets are dealt with, players must defeat the Bradley. This can be a real challenge while on a moving ship. Finally, once the Bradley is defeated, players can collect all the loot. That's if someone else doesn't get to it first! This is a great event to add to your server to give it a little more variety. It can be a fun PVP zone or a PVE event for non PVP servers. EASY OPTIONAL SETUP - NO SETUP REQUIRED You can simply drop the plugin in as-is and it will start the random event every 1 to 2 hours OR you can modify the config to change how often it should occur and/or how long until the Heavy Cargo Ship comes. Configuration "How many hackable loot crates should spawn.": 4, "If this is true auto turrets will target and kill NPCs as well as players on the cargo ship.": false, "If this is true it will spawn auto turrets on the cargo ship.": true, "If this is true it will spawn the APC Bradley on the cargo ship.": true, "Maximum time between events(minutes):": 180, "Minimum number of players before event will start": 4, "Minimum time between events(minutes):": 60, "Set this to true if you want to use the custom loot table in this config. If it's false, it will use your server default.": false, "Should the event start automatically(false if you only want manually start with HeavyCargoStart command": true Admin Only Commands /HeavyCargoStart /HeavyCargoStop Hooks void HeavyCargoShipEventStarted() void HeavyCargoShipEventStopped() Discord: cahnu
    $19.99
  16. Version 1.3.3

    704 downloads

    Allows helicopters to float in water. Features Allows Minicopters, Scrap Transport Helicopters, and Attack Helicopters to float in water Optionally requires vehicle owner or pilot permission for vehicles to be buoyant Configurable number, position and rotation of optional decorative inner tubes Configurable number, position, size and force of buoyancy points Configurable underwater drag for when crashing through the water's surface API and hooks allow for more powerful integrations How it works By default, all Minicopters, Scrap Transport Helicopters, and Attack Helicopters will be buoyant, with decorative inner tubes. The inner tubes are indestructible and cannot be picked up. When flying at low to moderate velocity, you can simply land on water and dismount. When flying at high velocity, you may crash through the water's surface, causing the engine to shut off. The vehicle will then slowly rise to the water's surface. You may run out of oxygen if you choose to stay in the vehicle while waiting for it to surface. While piloting a helicopter on the water's surface, you cannot drive it like on ground, but you can turn it in place by holding the down key and pressing left or right. While the decorative inner tubes are configured to be dynamic, they will appear shortly after touching water, and they will disappear a few seconds after leaving water. Permissions This plugin uses the permission system. To assign a permission, use oxide.grant <user or group> <name or steam id> <permission>. To remove a permission, use oxide.revoke <user or group> <name or steam id> <permission>. Optionally, you may require that either the vehicle owner or most recent pilot have permission, in order for the vehicle to be buoyant. To do so, set "Require permission": true for the corresponding vehicle type in the configuration. buoyanthelicopters.owner.minicopter -- Minicopters will be buoyant if owned by a player with this permission. buoyanthelicopters.pilot.minicopter -- Minicopters will be buoyant if the current (or most recent pilot, if no current pilot) has this permission. buoyanthelicopters.owner.scraptransport -- Scrap Transport Helicopters will be buoyant if owned by a player with this permission. buoyanthelicopters.pilot.scraptransport -- Scrap Transport Helicopters will be buoyant if the current (or most recent pilot, if no current pilot) has this permission. buoyanthelicopters.owner.attackhelicopter -- Attack Helicopters will be buoyant if owned by a player with this permission. buoyanthelicopters.pilot.attackhelicopter -- Attack Helicopters will be buoyant if the current (or most recent pilot, if no current pilot) has this permission. Note: If you want to use ownership-based permission, you must be aware that helicopters do not have ownership in vanilla Rust, so for it to work, you must install a plugin which grants vehicle ownership. For example, Vehicle Vendor Options, Claim Vehicle, Vehicle Deployed Locks, Spawn Mini, and Vehicle License all have features which relate to vehicle ownership. If you don't want to deal with vehicle ownership, you can use the pilot-based permissions instead. Configuration The settings and options can be configured in the BuoyantHelicopters file under the config directory. The use of an editor and validator is recommended to avoid formatting issues and syntax errors. Admin debug (true or false) -- Determines whether debug info is shown to nearby admins when a helicopter becomes buoyant. This helps with configuring the buoyancy points. Default: false. The Minicopter, Scrap Transport Helicopter, and Attack Helicopter sections have the following options. Enabled (true or false) -- Determines whether the vehicle type supports buoyancy. Default: true. Require permission (true or false) -- Determines whether the vehicle type requires the vehicle owner or most recent pilot to have permission in order for the vehicle to be buoyant. Default: false. Note: Helicopters do not have ownership in vanilla Rust. If you enable this option, you must install and configure another plugin which grants vehicle ownership. Underwater drag -- Determines how much drag buoyant vehicles have while underwater. Raising this will reduce the speed at which vehicles sink and rise. If you change this value, you will probably also need to adjust the force of each buoyancy point. Default: 2. Buoyancy points -- List of buoyancy points. Position -- Determines the position of the buoyancy point, relative to the vehicle origin. Size -- Determines the size of the buoyancy point. Default: 2. Force -- Determines how much force is applied at the buoyancy point. Decoration Enabled (true or false) -- Determines whether the buoyancy point has a decorative inner tube. Dynamic (true or false) -- Determines whether the decorative inner tube will be displayed only when touching water (and a short time after touching water). Position -- Determines the position of the decorative inner tube, relative to the vehicle origin. Prefab -- Determines the prefab of the decorative inner tube. Default: assets/prefabs/misc/summer_dlc/inner_tube/innertube.deployed.prefab. Rotation angles -- Determines the rotation of the decorative inner tube. Developer API API_IsBuoyant bool API_IsBuoyant(BaseEntity heli) Returns true if the helicopter is buoyant, else returns false. API_AddBuoyancy void API_AddBuoyancy(BaseEntity heli) Makes the helicopter buoyant if it's not already. API_RemoveBuoyancy void API_RemoveBuoyancy(BaseEntity heli) Makes the helicopter not buoyant. Developer Hooks OnVehicleBuoyancyAdd object OnVehicleBuoyancyAdd(BaseEntity heli) Called when buoyancy is about to be added to a helicopter. Return false to cancel. OnVehicleBuoyancyAdded void OnVehicleBuoyancyAdded(BaseEntity heli) Called after buoyancy has been added to a helicopter. OnVehicleBuoyancyRemoved void OnVehicleBuoyancyRemoved(BaseEntity heli) Called after buoyancy has been removed from a helicopter.
    $7.50
  17. Version 1.3.2

    25 downloads

    A strong water map for your arsenal, The Archipelago makes use of dozens of water based themes into one solid design for all types of players. Featuring a volcano, underwater ice trench, giant swamp biome, and a unique boating/railroad - You won't want to pass up your chance to explore this one! We've taken the time to run this one through the community filter not once, but TWICE with our players, and had an amazing response. Water Based Gameplay is encouraged with extra boat, jet ski(snowmobile) and Tugboat spawns, as well as additional underwater diving spots and other unique hidden goodies to explore. NEW LAND Trailer: Trailer: Racetrack Trailer: Racetrack Gameplay: Size: 4000 Prefabs: 57k Map Designed to Encourage More Water Based Gameplay Extreme Biome Ranges Supports Bank Heist, BetterNpc, Drone Event, Zombie Horde, Jet Ski We plan to continue adding to this map every rotation, if there are any bugs or flaws we will correct them with a report. Custom Monuments: Water Raceway - A monument with a full track dedicated to water based racing - Players must complete the circuit to gain access to the loot cache Sinkhole - A freshwater sinkhole with underwater entrances Quarry Settlements - All three quarries in one spot, loaded with abandoned houses on stilts Abandoned Barges - A forgotten pile of barges now adopted by a tribe of cannibals Volcanic Island - An active volcanic island patrolled by angry drones Abandoned Lighthouse - Same lighthouse, but on top of a huge cliff with a built in hermit settlement Old Bridge - A damaged two way highway bridge with railways and abandoned cars Fish Market - A small market which appears to have sold fish mostly Pirate Plateaus - A group of pirates have settled in some high sea rocks and wait for you to steal their loot Cargo Wreck - An overturned Cargo Ship with a locked vault on board Arctic Trench - An underwater mining trench, drones still mine deep in the water aimlessly Bradley Road - Passes through both Arctic Research and Missile Silo Monuments Double Oil - Both small and large oil rigs with underwater labs Facepunch Monuments: Airfield Missile Silo Junkyard Oxum's Gas Station Bandit Camp Large Barn Large Fishing Village Fishing Village Small Fishing Village Outpost Ferry Terminal Large Harbor Satellite Dish Train Station Arctic Research Base Sulfur Quarry - Integrated into Quarry Settlement Monument Stone Quarry - Integrated into Quarry Settlement Monument HQM Quarry - Integrated into Quarry Settlement Monument Large Oil Rig - Part of Double Oil Small Oil Rig - Part of Double Oil Underwater Labs - Part of Double Oil
    $20.00
  18. Version 1.0.0

    8 downloads

    Deploy floating sleeping bags with customizable settings like distance from land, movement, and wave effects, giving you total control over placement. Breaks on collision with boats or cargo ships, and can be picked up with a hammer. Reskin restrictions and cooldown settings keep things balanced, while multilingual support ensures accessibility. Be careful—if the sleeping bag rolls over, you won’t be able to respawn on it! Key Features There is a lang ru/en/uk/es. Ability to disallow sleeping bag reskinning. Ability to customize the maximum distance from land. Ability to disable drifting towards the island. Ability to disable movement. [ Sleeping bag will always stay in the same place. ] Ability to disable the effect of waves. Ability to set CoolDown to default. [ CoolDown settings by permissions. ]. The sleeping bag breaks down in a collision boat/cargo ship. A water sleeping bag is subject to the limit of regular sleeping bags. The water sleeping bag can be picked up with a hammer. A water sleeping bag can be broken in any number of ways. If the sleeping bag rolls over, you cannot respawn on it. Permissions xwatersleepingbag.use - allow a sleeping bag to be placed. xwatersleepingbag.admin - allow a player(administrator) to use the command to give sleeping bags. Commands give_wsb steamID amount - to give a water sleeping bag to a player. API bool IsCustomWI(WaterInflatable mountable) - check if the board is part of the water sleeping bag. bool IsWSB(SleepingBag bag) - check if the sleeping bag is a - water sleeping bag. Config { "General settings": { "Item: Water sleeping bag - SkinID": ?, "Item: Custom name": "Water sleeping bag", "Default sleeping bag - SkinID": ?, "Allow sleeping bag reskin": false, "Distance to the edge of the map. The sleeping bag cannot be placed far from the land. [ The default value is 0, which is the edge of the map. Set any value to increase or decrease the distance to land. (100.0 or -100.0) ]": 0.0, "Enable drift towards island": false, "Enable movement": false, "Enable wave effect": true, "Default CD": 300.0, "List of permits and CD for water sleeping bag": { "xwatersleepingbag.cd90": 90.0, "xwatersleepingbag.cd150": 150.0, "xwatersleepingbag.cd210": 210.0 } } }
    $11.99
  19. Niko

    Sailing Ship

    Version 124 230824a

    37 downloads

    HMS Race Horse is a bomb vessel from 1757. 3 versions, original, ice, sunken FOR SERVER OWNERS There is plenty of loot above deck along with several crew (scientists) Players will need two to get below deck in to the cabin where the better loot is. Remove the scientist to make it easier. The rigging is fully climbable.
    $9.95
  20. Version 1.0.0

    1 download

    30 different Underwater Rock formations to explore, loot and build. Included: Rock Formation Underwater A1 Rock Formation Underwater A2 Rock Formation Underwater B1 Rock Formation Underwater B2 Rock Formation Underwater C1 Rock Formation Underwater C2 Rock Formation Underwater D1 Rock Formation Underwater D2 Rock Formation Underwater E1 Rock Formation Underwater E2 Rock Formation Underwater F1 Rock Formation Underwater F2 Rock Formation Underwater G1 Rock Formation Underwater G2 Rock Formation Underwater H1 Rock Formation Underwater H2 Rock Formation Underwater I1 Rock Formation Underwater I2 Rock Formation Underwater J1 Rock Formation Underwater J2 Rock Formation Underwater K1 Rock Formation Underwater K2 Rock Formation Underwater L1 Rock Formation Underwater L2 Rock Formation Underwater M1 Rock Formation Underwater M2 Rock Formation Underwater N1 Rock Formation Underwater N2 Rock Formation Underwater O1 Rock Formation Underwater O2
    $5.00
  21. Version 1.0.5

    91 downloads

    This cargo ship got abandoned by its crew when they realised that they are stuck in the middle of the ocean. Many people say that the crew of the ship left many of the treasures of the ship back onboard. The crew also punctured the highly toxic barrels on the ship which resulted in a medium level of radiation around the ship. The ship can be placed all around the map as it doesnt depend on any biomes, and it can be close to the shore or really far away from it. Monument info: -Prefab count: 2729 -Military crates/Brown crates: 16 (Some of them are hidden) -Normal crates: 14 -Elite Crates: 2 (1 behind blue puzzle) -Puzzles: 1 puzzle with blue keycard that contains 1 red keycard and 1 elite crate Oh, there are also 14 pookie bears spread throughout the monument
    $7.50
  22. Version 2.0

    22 downloads

    This Is my Aquadome Habitat large buildable dome can hold at least 10-15 bases great for any server Roleplay, PVP. has vending machines boat vendor road and rail ring around the whole dome. Sub Marine station for easy access to it the dome this prefab requires latest rustedit.dll as well as the harmony mod posted below for the horse vendor . Following videos show how to place and how to add alpha how to add to map Instructions where to apply alpha how it looks in game.
    $15.00
  23. Version 2.0

    5 downloads

    This is my newest prefab full buildable water platform ! I'm Proud of this prefab took some time to get it right. Fresh Water Supply for farms. power Supply included ! This has topo, splat and biome with height mask , to get it right in the water use watch the dock as you lower it down or bring it up make sure the tires are above water . In order for the fresh water to work apply the topo, biome and splat . after doing that use your topo tool select remove then remove ocean , offshore and oceanside if any . That's the only way for fresh water to be drinkable , if not then it will be salt water. in this prefab are static triangles so your able to place turrets with out foundation . the prefab is tall enough to drive a tugboat under also below there is second build are in the water so you can fully in close the bottom layer see the screenshots . When placing this platform makes sure you avoid cargo paths .
    $15.00
  24. Version 1.0.0

    1 download

    The Fish Market is a cluttered and recently abandoned converted dock. Boats and Loot can spawn here, they make great additions to lonely islands and secluded beaches. Perfect for maps wanting to give a little more to their water based gameplay. Players will need to dive a short distance for two of the 5 normal crates. 3 Boat Spawns 5 Normal Crates 1 Diesel Barrel 4 Food Crates 2 Tool Crates
    $10.00
  25. Version 1.0.1

    236 downloads

    Change the default water flow from liquid containers. This is a simple plugin based on a configuration file. It has no permissions or commands. After installing the plugin, changes will be made to existing containers and to newly created ones. Configuration explenation Precent(true)/Amount(false) If you want to increase or decrease the liquid flow by a percentage, set it to "true". If you want to manually set the amount of flow, set it to "false". Value If you have set the operation in percentages, a value of 1.0 represents 100% of the base value, and a value of 1.8 represents 180% of the base value. If you have set it to an amount, whatever you enter here will be the value of the liquid outflow. { "Passthrough Settings": { "waterbarrel": { "Defaulty amount(Dont changing it)": 0, "Precent(true)/Amount(false)": true, "Value": 1.0 }, "water.pump.deployed": { "Defaulty amount(Dont changing it)": 0, "Precent(true)/Amount(false)": true, "Value": 1.0 }, "poweredwaterpurifier.deployed": { "Defaulty amount(Dont changing it)": 0, "Precent(true)/Amount(false)": true, "Value": 1.0 }, "poweredwaterpurifier.storage": { "Defaulty amount(Dont changing it)": 0, "Precent(true)/Amount(false)": true, "Value": 1.0 }, "waterpurifier.deployed": { "Defaulty amount(Dont changing it)": 0, "Precent(true)/Amount(false)": true, "Value": 1.0 }, "waterpurifier.storage": { "Defaulty amount(Dont changing it)": 0, "Precent(true)/Amount(false)": true, "Value": 1.0 }, "water_catcher_large": { "Defaulty amount(Dont changing it)": 0, "Precent(true)/Amount(false)": true, "Value": 1.0 }, "water_catcher_small": { "Defaulty amount(Dont changing it)": 0, "Precent(true)/Amount(false)": true, "Value": 1.0 } } }
    Free
1.5m

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Total number of downloads.

7k

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Total customers served.

105.2k

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