BetterDeadThanZed's Wishlist
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Monument Events (All in One Events)
By Iftebinjan in Plugins
Monument Events
Turn your monuments into battlegrounds. Rogue scientists take over a monument, a Chinook air-drops locked crates, patrol helicopters circle overhead, and the moment someone starts hacking, reinforcements fly in. 15 monuments come preconfigured. Drop it in and events start on their own.
Warning
Requires NpcSpawn. Monument Events unloads itself if NpcSpawn isn't installed.
Video Showcase
How an event plays out
Warning. Players are told an event is starting at a monument soon. Takeover. Armed scientists spawn around the monument and roam it. A coloured dome and a map marker with a countdown show where the event is. Air drop. A Chinook flies in and drops locked hackable crates onto the monument. On the bigger monuments, patrol helicopters circle the area. Hack. Someone starts hacking a crate, and the whole server is told. Reinforcements. A Chinook brings a wave of scientists (and optionally another heli) to stop the hackers. Victory. Loot the main crate and the event wraps up after a short countdown. Otherwise it ends when its timer runs out. Tip
Event owner (optional). The first player to deal enough damage to the NPCs becomes the Event Owner. Only they can loot the hackable crates, and you can run console commands as their prize. Leave the area for too long and the ownership is up for grabs again.
Features
15 preconfigured monuments. Spawn points, crates, drop zones and dome sizes are already set up for every one. Drag and drop. Events start automatically on a random timer. Scheduled events. Set the time between events, how many can run at once, and a minimum player count. Pick random monuments or use your own list. Custom NPCs. Health, speed, aim, ranges, vision, names, clothing, weapons with attachments, or Kits. Chinook crate drops and reinforcement waves. Patrol helicopters circling the monument (napalm optional). Event owner system. Owner by damage, crates reserved for the owner, console-command rewards and a return timer. Automatic PVP zones. On PVE servers the event area becomes a PVP zone and is removed when the event ends. Dome spheres in random colours mark the event area. Map markers showing the event name, time left and owner. Puzzle reset. Monument puzzles reset when the event starts (optional, per monument). Custom loot. Scientist loot can be vanilla or your own item list. Custom Vitals status (CustomVitalsManager). Time left, event owner, and the owner's return timer. In-game spawn editor. Add NPC, crate and drop points by walking around the monument. Multi-language. Messages show in each player's own language. Developer hooks for HUDs and other plugins. Preconfigured monuments
Monument Event ID NPCs Crates Patrol heli Wave NPCs Radtown radtown_1 20 1 — 20 Oxum's Gas Station gas_station_1 20 1 — 20 Abandoned Supermarket supermarket_1 20 1 — 20 Water Treatment Plant water_treatment_plant_1 40 2 ✅ 40 Power Plant powerplant_1 50 2 ✅ 40 Ferry Terminal ferry_terminal_1 30 1 — 30 Small Harbor harbor_2 40 2 ✅ 30 Large Harbor harbor_1 50 1 ✅ 40 Junkyard junkyard_1 35 1 — 30 The Dome sphere_tank 30 1 — 30 Airfield airfield_1 45 2 ✅ 40 Train Yard trainyard_1 50 2 ✅ 30 Satellite Dish satellite_dish 35 1 — 30 Sewer Branch radtown_small_3 35 1 — 30 Launch Site launch_site_1 60 3 ✅ 40 Every value can be changed per monument, and each monument can be turned off on its own.
Commands
All commands need the monumentevents.admin permission.
Events
Command Type Description /melist Chat & Console List the monument events available on this map /mestart <preset or ID> Chat & Console Start an event at a monument /mestart <preset or ID> <steamid> Chat & Console Start an event and make that player the Event Owner /mestop <preset or ID> Chat & Console Stop a running event /mestartrandom Chat & Console Start an event at a random monument Spawn editor
Command Description /meadd edit <preset> Select a monument to edit /meadd npcspawn Add an NPC spawn point where you stand /meadd cratespawn Add a hackable crate point where you stand /meadd wavespawn Add a reinforcement drop point where you stand /meadd stopedit Stop editing Note
Points are saved relative to the monument, so the same setup works on any map with that monument. They save to the data file straight away.
Hosting partner
Installation
Install NpcSpawn. Upload MonumentEvents.cs to oxide/plugins. Done. Scheduled events start on their own, every 30–60 minutes by default. (Optional) Grant yourself admin and test one right away: oxide.grant user YourName monumentevents.admin Then type /mestart airfield_1.
Files
File What's in it oxide/config/MonumentEvents.json General settings, schedule, event owner, chat, Custom Vitals oxide/data/MonumentEvents/SettingsData.json Every monument preset: NPCs, crates, helis, waves, marker, dome, PVP oxide/data/MonumentEvents/NPCData.json The NPC types (by ID): health, AI, clothing, weapons, kits oxide/data/MonumentEvents/NpcLoottable.json Scientist loot oxide/lang/en/MonumentEvents.json All messages Configuration
Key settings explained
Setting What it does Event Notification Timer How many seconds before an event starts players are warned Event conclude on Hackable Crate loot Looting the main crate ends the event after the countdown below it Enable event owner based on npc damage? Turns the Event Owner system on The amount of damage… Damage to NPCs needed to become the owner Console commands list Commands run for the winner. {PlayerSteamID} is replaced with their ID Event owner left timer… Seconds the owner can be away before losing ownership Spawn Event From The Schedule Events List true = only pick from your list, false = any enabled monument Max Events On Server At Once How many events can run at the same time Built-in NPC types
ID Name Weapon 101 Scientist M39 102 Scientist LR-300 103 Scientist LR-300 (metal armour) 104 Scientist HMLMG 105 Scientist Semi-auto rifle 201 Bolti head Bolt action 202 L96 header L96 301 Pump ur Ass Pump shotgun 302 Spa ur Ass Spas-12 401 MP ur mom MP5 402 Thom ur mom Thompson A monument picks from these with NPCs to Use From Data. Add your own types with new IDs.
Plugins
Plugin Required? Used for NpcSpawn Yes Spawning the event NPCs ZoneManager + SimplePVE / TruePVE Optional Automatic PVP zones during events on PVE servers CustomVitalsManager Optional Time-left, owner and return-timer status Kits Optional NPC loadouts from kits (the NPC type's Kits list, applied through NpcSpawn) FAQ
Do I need to set anything up?
No. All 15 monuments come with spawn points, crates and drop zones, and scheduled events start on their own. Just install NpcSpawn first.
Does it work on PVE servers?
Yes. With ZoneManager and SimplePVE or TruePVE, the event area becomes a PVP zone while the event runs and goes back to PVE afterwards. Turn this off per monument in its PVE Setting.
How does the Event Owner work?
Turn it on in Event Owner Settings. The first player to deal enough damage to the NPCs becomes the owner. Only they can loot the hackable crates (unless you allow everyone), and the winner can get console-command rewards. If the owner leaves the area for too long, someone else can claim it.
Can I give the event to a specific player?
Yes. /mestart <preset> <steamid> starts the event with that player as the Event Owner. That's great for shop purchases or rewards.
How do I add a monument from a custom map?
Add a new preset to SettingsData.json, then use /meadd edit <preset> and the npcspawn, cratespawn and wavespawn commands to place its points in game.
How do I change the NPCs?
Edit NPCData.json. Each NPC type has an ID with its own health, AI ranges, clothing, weapons or kit. Pick the types a monument uses with NPCs to Use From Data.
Why did my event end early?
With Event conclude on Hackable Crate loot on, looting the main crate ends the event after a countdown (5 minutes by default).
For developers
bool IsMonumentEventsRunning(string monumentID) void OnMEStarted(string monumentID) void OnMEStop(string monumentID) void OnMEWinnerAnnounce(string winnerSteamID) Per-monument hooks. Each monument also fires OnMe<Name>Starts and OnMe<Name>Stops, where <Name> is the monument name without spaces or apostrophes. That's handy for server HUDs.
Support
Need help or found a bug? Open a support ticket on this page.
Check out my other plugins
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Alien Tripod
Bring a towering alien war machine to your Rust server. AlienTripod combines animated walking legs, a rotating searchlight head, a player capture laser, homing missiles, and close-range mortar defenses.
Create monument patrols, build custom routes anywhere on your map, or enable automatic road patrols—all managed through an in-game editor.
Features
Patrols and path editor
Record waypoints by walking your chosen route. Create local paths or link paths to standard and custom monuments. Preview routes before spawning tripods. Choose looping routes or patrols that reverse at the final waypoint. Configure automatic spawning, population limits, and respawn delays per path. Enable automatic road patrols with configurable spawn separation. Adjust individual spawned tripods without changing their saved patrol settings. Weapons and defenses
Capture laser: grabs eligible players and pulls them into the machine, with blood effects and dropped inventory loot. Homing missiles: attack player targets and supported vehicles. Minicopter salvos: configurable lock-on time, missile count, and firing interval. Vehicle targeting: separate options for occupied minicopters and modular cars. Minicopters must have their engine running. Mortar barrages: defend against nearby players, including mounted players, with shells launched around and underneath the tripod. Flare defense: deploys decoys against incoming homing missiles, with a separate cooldown. Lock-on retaliation: can fire back after a player maintains a homing lock for two seconds. Mounted players cannot be captured by the laser. Players using noclip or god mode are ignored by combat targeting.
Damage and recovery
Each leg has its own health pool. Body pieces share body health, and head pieces share head health.
Damaged legs develop fire effects. A failed leg remains at 1 HP, produces electrical effects, and stops the tripod walking. Body health at one-third or lower disables the capture laser while other defenses remain available. A damaged head produces electrical effects around the neck. Destroying the head kills the tripod and drops harvestable debris. After 10 minutes without damage, parts recover 1% of their maximum health every 10 seconds. Healing restores disabled functions once their recovery thresholds are reached. Default health is 1,000 for each leg, 1,000 for the body, and 1,000 for the head.
Commands
All commands require server administrator access or the alientripod.admin permission.
Command Description /AlienTripod Opens the configuration and patrol editor. /AlienTripod spawn Builds a tripod ahead of you using the default settings. Requires suitable open ground.
/AlienTripod path "Patrol 1"
alientripod.spawnpath "Patrol 1"`
/AlienTripod stop Stops the nearest tripod within 60 metres and releases its captured player. /AlienTripod remove Removes the nearest tripod within 60 metres.
Permission
alientripod.admin — grants access to the commands and editor.
Creating a patrol
Open /AlienTripod and select Add New Path. Give the path a name. Choose a local path, or stand near a monument and link the path to it. Select Record Waypoints by Walking the Route. Stand at each waypoint and press USE to add it. Press RELOAD to remove the last waypoint. Click Back to Settings, or hold SPRINT and press RELOAD. Configure the path’s spawning and tripod settings, then save. Add at least two waypoints. Routes are checked for ground suitability and clearance. Saved paths are specific to the current map unless at a monument.
Configuration
Configure targeting ranges, health, walking speed, stride settings, contact damage, weapon availability, missile damage and cooldowns, minicopter salvos, mortar barrages, homing targetability, and flare defense.
Use default settings for new tripods, separate settings for road patrols, and individual settings for saved paths or currently spawned tripods.
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Drevane Isles | Semi-Custom 4500 Size Map
What is Drevane Isles a Semi-Custom 4500 Size Map:
This is Drevane Isles, a custom Rust map featuring a varied landscape of large landmasses, winding rivers, and scattered offshore islands. I've fully created the landscape, but manually placed Facepunch made monuments. The map includes a train and road network that runs around the map using custom bridges (credit below). The coastline and river network create natural routes across the map, with plenty of potential for exploration, base locations, and encounters. Drevane Isles is designed to offer a distinctive setting for Rust with an island based layout with access via ziplines. This map has a size of 4500 and uses around 25,500~ prefabs.
Features:
Map Size: 4500 Prefabs Count: 25,500~ Custom Island Environment Underground Railway System Underground Railway System with NO connection to surface Railway network, yet. Above Ground Train Network Custom Ocean Monument Custom Bridge Connections (See below for Credits) Tested Compatiable Custom Plugins:
Airfield Event By Fruster Facepunch Made Monuments:
Abandoned Military Base Abandoned Supermarket ×2 Airfield Apartment Complex Arctic Research Base Bandit Camp Caves ×9 Ferry Terminal Fishing Village A, B, C Giant Excavator Pit Harbor Large Harbor Small HQM Quarry Jungle ruins ×4 Jungle Ziggurat Junkyard Large Barn Large Oil Rig Launch Site Lighthouse ×3 Military Tunnel Mining Outpost ×2 Missile Silo Oil Rig Outpost Oxum's Gas Station ×2 Power Plant Radtown Ranch Satellite Dish Sewer Branch Stone Quarry Sulfur Quarry The Dome Train Yard Underwater Lab Water Treatment Plant Water Well ×7 Watertreatment Pipe Access Point ×31 Custom Made Monuments:
Lost Cargo Volcano
Credit to this Bridge Pack:
Bridge Pack (Community Made)
- #custom map
- #rust
- (and 12 more)
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Player Homes
13 Furnished Houses Your Rust Players Buy and Place in One Kit
Limits: 3 houses per player, more through playerhomes.limit.5 or the other limit permissions, no cap with playerhomes.bypass. Price: per house in its card file, with 5, 10 or 15% off through discount permissions, capped at 50%. Where houses go: monuments, roads, safe zones and no-build zones are blocked by default, each with its own switch. ZoneManager zones or your own circles in the config can forbid more spots, or keep houses inside the zones you allow, such as a town district. Protection: with Protect contents on, strangers cant open doors or loot storage, and they cant place building blocks or a cupboard within 16 m of a house. Your own houses: build one, run /house save <name>, and it shows up in the catalog. An optional NPC seller at a monument, with an EDIT ITEM window for name, picture, price and stock. Discord posts for purchases and placements, no extra plugin
The video at the top shows a full purchase, placement and repaint.
/house
/house list
/house info [number]
/house auth [number] add|remove <name or SteamID>
/house auth [number] clear
/house auth [number] list
/house opens the catalog. The command name is a list in the config, so you can add aliases.
/house list and /house info show your houses with their grid, design and access list.
auth takes the house you look at, a placed number, or nothing when you own one house. Only the owner changes the list.
Admin subcommands need playerhomes.admin:
/house list all|SteamID
/house remove|tp|restore [number]
/house owner <number> <player>
/house entries [id]
/house save <name>
/house setname <id> <name>
/house setskin <id> <skinID>
/house setimage <id> <file or url>
/house spawn <id>
/house give <id> [player]
/house delete <id>
/house vendor create|start|move|rotate|save|cancel|list|teleport
playerhomes.give <userID or name> <houseID>
restore rebuilds frame blocks that went missing. spawn builds a house in front of you without a kit.
playerhomes.give runs from the server console, RCON or any plugin that sends console commands.
playerhomes.admin:
admin subcommands, card editing, owner rights on every house. In-game admins need it too unless Admins by flag is true.
playerhomes.bypass:
no house limit and access to every house.
playerhomes.use, playerhomes.buy, playerhomes.place: checked only when Require use/buy/place permissions is true. It is false by default.
playerhomes.limit.1, playerhomes.limit.2, playerhomes.limit.3, playerhomes.limit.5: house limits. The highest one wins, and only above Max homes per player (3).
playerhomes.discount1, playerhomes.discount2, playerhomes.discount3: 5, 10 and 15% off. The biggest one applies, capped at 50%.
Any permission you type into a menu tab or a color is registered on load.
Questions before you buy?
Message us on Discord (Simil3x or shemov) or Telegram (@Simil3x_dm). Updates and support are included. Support is available through Discord and Codefling private messages.
Try it: connect 155.103.86.38:28015
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Maunsell Army Sea Forts
Modular Sea Forts – Custom Ocean Monument
This monument has been featured in multiple large community events hosted by Shephards Villa and The Rust Roleplayers, including Medieval Rust: Amada and the Jingle Jam event.
Modular Sea Forts is a fully modular ocean monument designed to bring large-scale naval combat, exploration, and high-risk loot to your Rust server.
Built with performance and flexibility in mind, this monument is perfect for the Naval Update, creating contested ocean hotspots for boats, submarines, and helicopters.
MONUMENT OVERVIEW
• 12 Modular Sea Forts
– 10 standard sea fort modules
– 2 buildable sea forts (players can build full bases on these)
• ~1,000 objects per fort
• Optimized using mostly cube-based geometry
• Limited lighting to ensure performance and stability
• 3 hard puzzles
• Large amount of NPCs
• High-tier loot progression
• Designed for mid to late game content
PERFORMANCE & STABILITY
• Each fort is optimized at around 1,000 objects
• Heavy use of simple cube geometry for better performance
• Minimal and controlled lighting to reduce server and client load
• Stable for long wipes and high-population servers
MODULAR DESIGN
All forts and bridges include snap points, allowing server owners to:
• Create fully custom fort layouts
• Connect forts using bridges of different sizes and designs
• Build small installations or massive ocean fortresses
• Change layouts every wipe for fresh gameplay
BRIDGE SYSTEM
• 14 unique bridge designs
• Multiple sizes for flexible placement
• Fully modular and snap-based
DIFFICULTY & DEFENSE
• SAM sites included to make air and naval assaults significantly harder
• Heavy NPC presence for increased difficulty
• Designed to be dangerous, rewarding, and highly contested
INCLUDED FORT SECTIONS
• Buildable Sections (1x / 2x)
• Quarters (1x / 2x)
• Storage (1x / 2x)
• Office
• Cafeteria
• Communications
• Satellite
• Moonpool
• Weathered variants
BUILDABLE SEA FORTS
The buildable forts are fully functional sea forts, not simple platforms. Players can:
• Build and expand full bases
• Defend strategic ocean locations
• Control key naval routes
• Create high-value PvP and raid hotspots
RECOMMENDED USE
• Designed as a replacement for Underwater Labs
• Perfect for the Naval Update
• Suitable for PvE, PvP, and hybrid servers
• Ideal for customizable, wipe-friendly ocean gameplay
- #naval
- #naval update
- (and 10 more)