AlaEddineYahia's Wishlist
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War Mode PVP/PVE
Allows both PVE and PVP players to exist on a server at the same time. PVE players will have certain configurable protections and restrictions. You can have players use a command to flag themselves as PVP/PVE or you can assign it to them when they first spawn. If you have ZoneManager you can also designate specific zones to force player's to be PVE or PVP. Plugin is also compatible with SimpleStatus.
Note: Video is outdated, see documentation for a full list of new features!
Documentation:
A full readme including permissions, commands, and config options is available in this google doc link.
Disclaimer:
Like all of my plugins - this plugin is sold as is. I will be happy to take feature requests into consideration but make no guarantees about which ones get implemented. Please refer to the feature list before you make your purchase!
Developer API:
API Methods
// Returns the mode of the given entity. Also takes into account if the entity is in a forced mode zone. string GetEntityMode(BaseEntity entity); // Returns the group name for the given mode. For example if given 'pve' will return 'warmodepve' string GetModeGroup(string modeId); // Returns the target type for a given entity. Target types are the category that an entity falls into. // For example, if given a BasePlayer entity, it will return 'players'. If given a horse entity is will // return 'horses'. string GetEntityTargetType(BaseEntity entity); Hooks - place these in your plugin and WarMode will call them.
// Called when a player's mode has been updated or config changes have ocurred that may affect the mode. private void WarMode_PlayerModeUpdated(string userid, string modeId) // Used to override WarMode logic for taking damage. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTakeDamage(BaseCombatEntity target, HitInfo info) // Used to override WarMode logic for targeting. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityBeTargeted(BasePlayer target, BaseEntity attacker, bool skipVendingCheck) // Used to override WarMode logic for triggering a trap. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityTrapTrigger(BaseTrap trap, BasePlayer basePlayer) // Used to override WarMode logic for looting an entity. // If true/false is returned then WarMode logic will be skipped. Return null to continue WarMode logic. private object CanEntityLoot(BasePlayer looter, BaseEntity target, bool skipVendingCheck)
FREE Extension Plugins:
War Mode Admin Panel
Use the /warmode.config or /wmc command to open a panel that allows admins to update mode rules in game without having to reload the pluign. Requires the warmode.admin permission to use.
I HIGHLY recommend you use this extension!
WarModeAdminPanel.cs
War Mode Spawn UI
Provides a UI that is shown to players when they first spawn that prompts them to choose whether they want to be PVP or PVE. Also supports custom modes. Localization and config options available. This can also be configured to appear when players use the /flag command.
WarModeSpawnUI.cs
War Mode Rules UI
Using the /rules command (which is configurable) players can see a list of what restrictions they have for their current mode. These ruling will update dynamically based on your config settings.
WarModeRulesUI.cs
War Mode Badges
Customizable UI elements that will appear on the player's HUD to indicate what their current mode is.
WarModeBadges.cs
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Health Boost
Take full control of health values across your Rust server from one powerful and easy-to-use interface
HealthBoost allows administrators to customize player health, food, water, medical items, consumables, building health, defensive deployables, Tool Cupboards, and Raidable Bases health settings without manually editing configuration files
Create unique server experiences, balance gameplay for different ranks, and fine-tune every aspect of survivability through a clean in-game management panel
Take Your Rust Server to the Next Level
Premium performance, lightning-fast support, and an exclusive 30% OFF using code KHALED
Features:
Commands:
/hb - open the admin control panel /hbadd - admin command to add the entity being looked at to the Custom Deployables list /hbremove - admin command to remove the entity being looked at from the Custom Deployables list
Building Health Control:
Separate health multipliers for:
Deployable Health Control:
Raidable Bases Support:
One plugin. Complete control over player health, buildings, deployables, defensive systems, medical items, consumables, and Raidable Bases health settings
Whether you're running a Vanilla+, PvE, Hardcore, Modded, or custom gameplay server, HealthBoost gives you complete control over every health-related aspect of your server from one place
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Recycler Station
♻️ Recycler Station adds a deployable recycling station that allows players to recycle items directly from their base
The station uses a simple system with two containers:
INPUT - where players place recyclable items
OUTPUT - where all recycled resources are automatically moved
Items placed in the INPUT box are processed automatically by the recycler, creating a smooth and hands-free recycling workflow
The system is designed to feel natural in Rust while improving convenience for players and server owners
Take Your Rust Server to the Next Level
Premium performance, lightning-fast support, and an exclusive 30% OFF using code KHALED
- Features
- Dedicated INPUT and OUTPUT boxes - Safe pause handling when OUTPUT is blocked or full - Protected station parts - Tool Cupboard range and authorization checks - Purchase support for Resources, Economics, or ServerRewards - EN and RU language support - Permissions
- recyclerstation.use - Commands
- /rs buy - /rs help - Admin Commands - /rs give <player> [amount] - /rs remove - Config
{ "Debug": false, "UseVanillaSpeed": true, "CustomSpeedMultiplier": 1.0, "OutputResumeDelaySeconds": 8.0, "Purchase": { "Enabled": true, "UseResources": true, "UseEconomics": false, "UseServerRewards": false, "MaxPurchasesPerPlayer": 100, "ResourcesCost": [ { "Shortname": "scrap", "Amount": 500 }, { "Shortname": "metal.fragments", "Amount": 5000 }, { "Shortname": "metal.refined", "Amount": 50 }, { "Shortname": "gears", "Amount": 10 } ], "EconomicsCost": 2500.0, "ServerRewardsCost": 800 } } Need Support :
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KillFeed
Give your players a kill feed they actually notice. KillFeed shows every kill in a clean, animated panel in the top-right corner: who killed whom, with what weapon, from how far, headshot or not, and now with the Steam avatars of both players. You set all of it up from inside the game while a live preview updates as you go. No config files, no reloads, no guesswork.
Why server owners pick it
Set it up in-game. One command opens a full editor. Move elements with steppers and an arrow pad, recolor them, reposition the whole feed, switch themes, all against a live preview. You never open a .json file. Real Steam avatars, zero dependencies. KillFeed draws the killer's and the victim's actual Steam avatars through the game's own UI. No ImageLibrary, no Steam API key, nothing extra to install. Bots, animals, Bradley and the patrol helicopter get their own icons, and you can map any entity to a custom one. Private kills mode. Flip one switch and each kill is shown only to the killer and the victim. Made for competitive arenas, duels and servers that want to keep the heat between two players. It moves. New entries slide in, expiring ones slide out and fade. Direction, distance and speed are all yours to tune, and you can turn the animation off whenever you want. It looks the part. Three themes, crisp text, configurable colors and outlines. It reads like a feature, not a leftover overlay.
Built for real servers
Lightweight and drop-in: one plugin file plus the bundled image pack. FileManager or ImageLibrary image loading, whichever you already run. Full English, Russian and German language files; every line of text is translatable. Players stay in control: a personal toggle to hide the feed, plus permissions to keep their own kills or deaths off it.
Commands
/kf.edit - open the in-game editor (requires killfeed.admin) /killfeed - toggle your own feed on or off (requires killfeed.use)
Permissions
killfeed.use - see the feed and toggle it killfeed.admin - open the in-game editor killfeed.hidekillsfromfeed - hide this player's kills from everyone killfeed.hidedeathsfromfeed - hide this player's deaths from everyone
Set it up once, in-game, and forget about it. Your players get a kill feed that looks right and reads at a glance.
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Electric Miner
By NINJA WORKS in Plugins
Electric Miner
Why not convert your excess electricity into a resource?
Electric Miner brings the Mining Quarry and the Pump Jack to life as fully automated, electricity-powered machines that players can build wherever they want. There's no need to fight over a monument quarry anymore. Just place a machine on your own base, run a wire to it, choose what you want it to produce, and let it work. Each machine has a clean animated interface, an engine you can upgrade for bigger yields, and a liquid system on the Pump Jack for pumping water where you need it.
Two placeable machines: the Electric Miner (a mining quarry) and the Electric Pump Jack (an oil and liquid pump). Both are handed to players as a deployable item. A live placement guide draws the machine's footprint with marker spheres as you aim, so you always know exactly where it will land before you commit. Placement is checked against slope, water depth, roads, monuments, safe zones, no-build zones, nearby obstructions, and other players' building privilege. Machines run on real power. They only start once you've wired them to a power source and flipped the switch, and they draw from the upstream battery while they run. Players choose what each machine produces from an in-game menu, whether that's the ore the Miner digs or the liquid the Pump Jack outputs. An engine upgrade system lets players spend materials to push the machine through several tiers, each one raising the yield multiplier. Upgrading plays a sound and fills an animated progress gauge. The Pump Jack stores liquid internally and can feed it out through a hose to a water container or sprinkler, which is handy for irrigation and base setups. Machine lights turn on by themselves whenever there's power, giving you an instant visual cue that everything is connected. Only the owner, their team, and admins can flip the switch, open the menu, or pick a machine up. Nobody else can touch it. Pick a machine back up with a hammer and it returns to your inventory as an item, as long as it's healthy enough, and any stored contents drop to the ground. The selected resource, engine tier, stored liquids, chosen output liquid, and durability are all saved and survive server restarts. The interface animates open and closed, uses a clean card layout for selections, and supports your own custom background image. Built-in translations for English, Japanese, Simplified Chinese, Traditional Chinese, Russian, Ukrainian, and French. English (en), Japanese (ja), Simplified Chinese (zh-CN), Traditional Chinese (zh-TW), Russian (ru), Ukrainian (uk), and French (fr). Every message and menu label can be edited in the oxide/lang files.
1. Get the item. An admin gives out the machines (see Commands below), or you can sell them through a shop or hand them out in a kit using the skin IDs.
2. Place it. Hold the item and look at flat ground. The footprint guide appears, and a left-click drops the machine in. The item is used up and the full quarry or pump jack spawns in its place.
3. Power it. Take out the in-game Wire Tool, click an output on your power source (a battery, generator, and so on), then click the machine's power switch to join them. The default wire limit is 100 m.
4. Choose a resource. Press USE on the machine to open the menu and pick what it should mine or output.
5. Turn it on. Flip the power switch. As long as it has enough power and the output isn't full, the machine runs and produces on the interval you set.
6. Upgrade it (optional). Press USE on the engine to open the upgrade menu and spend materials to raise the yield.
7. Collect or pack up. Loot the output container as it fills, or hit the machine with a hammer to take it back as an item.
A note on the Pump Jack
The Pump Jack collects oil and water-type liquids into its own internal tank, which holds up to 500,000 ml by default. To move that water elsewhere, point the Wire Tool at the Pump Jack's fluid switch and run a hose to a water container or sprinkler. From there it pushes liquid out at the rate you set in the config (300 ml/s by default).
{ "Wire/hose max distance (m)": 100.0, "Durability": 2000.0, "Pickup minimum durability percent": 80.0, "Required power (consumed per minute)": 50, "Liquid storage capacity (ml)": 500000, "Fluid output per second (ml)": 300, "UI background image URL": "https://i.imgur.com/WMefGKk.jpg", "Electric Mining": { "Item display name": "Electric Miner", "Mineable resources": [ { "Item shortname": "metal.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 15.0 }, { "Item shortname": "sulfur.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 20.0 }, { "Item shortname": "hq.metal.ore", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1, "Interval (seconds)": 60.0 }, { "Item shortname": "stones", "Item skin ID": 0, "Display name": null, "Amount per cycle": 10, "Interval (seconds)": 10.0 } ], "Upgrade tiers": [ { "Yield multiplier": 1.1, "Upgrade costs": { "scrap": 300, "metal.refined": 50, "gears": 10, "metalblade": 20 } }, { "Yield multiplier": 1.2, "Upgrade costs": { "scrap": 500, "metal.refined": 100, "gears": 20, "metalblade": 40 } }, { "Yield multiplier": 1.5, "Upgrade costs": { "scrap": 800, "metal.refined": 200, "gears": 30, "metalblade": 50 } }, { "Yield multiplier": 2.0, "Upgrade costs": { "scrap": 1000, "metal.refined": 400, "gears": 50, "metalblade": 80 } } ] }, "Electric Pump Jack": { "Item display name": "Electric Pump Jack", "Mineable resources": [ { "Item shortname": "crude.oil", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1, "Interval (seconds)": 20.0 }, { "Item shortname": "water", "Item skin ID": 0, "Display name": null, "Amount per cycle": 800, "Interval (seconds)": 10.0 }, { "Item shortname": "water.salt", "Item skin ID": 0, "Display name": null, "Amount per cycle": 1000, "Interval (seconds)": 10.0 }, { "Item shortname": "water.radioactive", "Item skin ID": 0, "Display name": null, "Amount per cycle": 500, "Interval (seconds)": 10.0 } ], "Upgrade tiers": [ { "Yield multiplier": 1.1, "Upgrade costs": { "scrap": 300, "metal.refined": 50, "gears": 10, "metalblade": 20 } }, { "Yield multiplier": 1.2, "Upgrade costs": { "scrap": 500, "metal.refined": 100, "gears": 20, "metalblade": 40 } }, { "Yield multiplier": 1.5, "Upgrade costs": { "scrap": 800, "metal.refined": 200, "gears": 30, "metalblade": 50 } }, { "Yield multiplier": 2.0, "Upgrade costs": { "scrap": 1000, "metal.refined": 400, "gears": 50, "metalblade": 80 } } ] } } DEFAULT PRODUCTION
Electric Miner
Metal Ore .......... 10 every 15s
Sulfur Ore ......... 10 every 20s
HQM Ore ............ 1 every 60s
Stones ............. 10 every 10s
Electric Pump Jack
Crude Oil ......... 1 every 20s
Water ............. 800 ml every 10s
Salt Water ....... 1000 ml every 10s
Radioactive Water . 500 ml every 10s
Engine Upgrade Tiers (default, both machines)
Tier 2 x1.1 300 Scrap, 50 HQM, 10 Gears, 20 Metal Blades
Tier 3 x1.2 500 Scrap, 100 HQM, 20 Gears, 40 Metal Blades
Tier 4 x1.5 800 Scrap, 200 HQM, 30 Gears, 50 Metal Blades
Tier 5 x2.0 1000 Scrap, 400 HQM, 50 Gears, 80 Metal Blades
All amounts, intervals, multipliers, costs, resources, and tier counts are fully editable in the config.
Config field reference
- Wire/hose max distance (m): How far a power wire or fluid hose is allowed to reach.
- Durability: The machine's health.
- Pickup minimum durability percent: How healthy the machine has to be before it can be picked up as an item.
- Required power (consumed per minute): How much power the machine needs to run, and how much it draws each minute while running.
- Liquid storage capacity (ml): The size of the Pump Jack's internal tank.
- Fluid output per second (ml): How fast liquid is pushed through a connected hose.
- UI background image URL: The background image shown behind the menu. Swap in your own to match your server.
- Item display name: The name shown on the item and in the menu.
- Mineable resources: Everything the machine can produce. Item skin ID and Display name are optional.
- Upgrade tiers: Each tier sets a yield multiplier and its material cost. Add or remove tiers as you like; the number of tiers is the max level.
The give commands are restricted to admins. To hand item to regular players, an admin uses the give command, or you distribute the items through a shop / kit plugin using the skin IDs below.
Chat command (Admin Only)
/ElectricMiner Gives the player one Electric Miner AND one Electric Pump Jack item
Console command
giveminer <mining | pumpjack> <SteamID> Gives the chosen machine to the specified player (must be online).
Ex. Give the pumpjack to 76562442829013221
giveminer pumpjack 76562442829013221
Item details (for shops / kits)
Electric Miner shortname: watchtower.wood skin: 3750459142
Electric Pump Jack shortname: watchtower.wood skin: 3750459320
Q: Do these have to go near a monument?
A: Not at all, and that's the point. You can build them anywhere valid on the map, whether that's flat ground or shallow water up to 3 m deep, as long as you keep clear of monuments, roads, safe zones, and other players' building privilege.
Q: How do players power a machine?
A: With the in-game Wire Tool. Click an output on a power source such as a battery or generator, then click the machine's power switch. It needs enough power to run (50 by default) and draws from the battery the whole time it's working.
Q: My machine won't start. What's wrong?
A: A machine only runs when three things are true: the switch is on, it has enough power, and the output container isn't full. Check all three. The lights are a quick tell, since they only come on once the machine has power.
Q: Can other players use or steal my machine?
A: No. Only the owner, their team, and admins can flip the switch, open the menu, or pick it up.
Q: How do I get my machine back?
A: Hit it with a hammer. As long as it's above the durability threshold (80% by default), it returns to your inventory as an item and anything stored inside drops to the ground.
Q: How does upgrading work?
A: Press USE on the engine to open the upgrade menu, then spend the listed materials to move up a tier. Each tier raises the yield multiplier (x1.1 up to x2.0 by default), and your tier is saved per machine through restarts.
Q: What can the Pump Jack do with liquids?
A: It keeps the liquid it produces in its own tank and can push water out through a hose to a water container or sprinkler, which is great for irrigation. You pick the output liquid from the menu.
Q: Can I change what each machine makes, how fast, and what upgrades cost?
A: Yes. Resources, amounts, intervals, multipliers, tier counts, and costs are all set per machine in the config.
Q: How do I give the items to regular players?
A: Use the admin /ElectricMiner or giveminer command, or sell and gift them through your shop or kit plugin using the shortname watchtower.wood and the skin IDs above.
Q: Do placed machines and their settings survive a restart or wipe?
A: Your settings (selected resource, engine tier, stored liquids, output liquid, and durability) carry over through restarts. Like any deployable, the machines themselves are cleared on a map wipe.
Q: Can I use my own background image in the menu?
A: Yes. Just point the "UI background image URL" setting at your own image.
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