Chill Roleplay's Wishlist
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Social Media Rust
By Iftebinjan in Plugins
SocialMedia is the ultimate community-engagement tool for Rust. It brings a modern social networking experience directly into the game, allowing players to post updates, share images from the web, follow their rivals, and message friends—all through a sleek, high-performance UI. Whether they are bragging about a successful raid or looking for a team, SocialMedia keeps your players logged in and interacting.
⭐Key Features
Custom Modular UI: A high-fidelity, responsive interface that mimics modern social platforms, featuring a Home Feed, Profiles, Notifications, and Chat. Dynamic Posting System: Text & Image Support, Hashtag Integration, Reactions & Bookmarks, Reactions & Bookmarks Real-Time Messaging: A private, 1-on-1 chat system allowing players to communicate securely without using global chat. Player Profiles: Customizable Bios & Covers, Stats Tracking, Follow System Trending & Discovery: Trending Hashtags, Leaderboards Permission-Based Badges: Reward your VIPs, Admins, or Veteran players with custom badges (like "Verified" checkmarks) that appear next to their names. Moderation & Safety: Word Filter, Spam Prevention, Admin Controls 📌Commands
/social, /x - Customizable in the config /social_reset_all - Reset all social media data 📜Permissions
socialmedia.admin - Requires to do admin commands and deleting other users posts socialmedia.badge.CustomName - Changesable in the config for different badges 🎬Video Showcase
⚙️Configurations
📖Lang
💬Support
- #social media
- #social
- (and 5 more)
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Extra Fishing V2
By NINJA WORKS in Plugins
Extra Fishing V2
Transform vanilla fishing into a rich, progression-based gameplay pillar with
300+ custom fish species, drifting school-of-fish encounters, aquaculture
breeding, fish finders, economy integration, a beautiful animated fish
encyclopedia, and fully fish traps.
ExtraFishing turns one of Rust's most ignored activities into a deep, rewarding
system your players will actually want to engage with. Every catch matters:
size, weight, rarity, biome, time of day, water depth, rod tier, school
proximity, and aquaculture breeding all influence what ends up on the line.
DEPENDENCIES
Required:
ImageLibrary — For all custom fish icons and UI background images. ExtraFishing will not display images without it.
Optional:
Economics — Enables Economics as a currency backend in the sell UI.
ServerRewards — Enables ServerRewards as a currency backend.
Zone Manager — This is required when using a floating UI.
If you use only Scrap or a Custom item as currency, no optional plugins are
needed.
Added 300+ Fish
• Fully configurable fish catalog with custom names, skin IDs, growth
formulas, min/max sizes, rarities (Star 1 to Star 5), biome restrictions,
descriptions, and processed-item yields.
• Each species uses a real weight formula:
Weight (kg) = Growth_A * Size^Growth_B / 1000
so bigger fish really do weigh proportionally more. This is what drives
the per-species weight rankings.
• Fish are linked to vanilla bait items (anchovy, sardine, catfish,
herring, salmon, orangeroughy, smallshark, troutsmall, yellowperch) for
seamless compatibility with vanilla fishing mechanics.
School of Fish System
• Dynamic, drifting schools spawn and migrate across the ocean in real time.
• Schools provide massive bonuses while players fish inside them:
- Fish size multiplier (default 2.0x)
- Rarity bonus (default +100)
- Hook speed bonus (default 70% faster catch time)
• Visual burst effects trigger in bursts when players hook a fish inside a
school — great immersive feedback.
• Peak time schools spawn in shallower water (1–5m) to reward
morning/evening fishing. Off-peak schools stay in deeper water (30–50m).
• Per-school catch limit forces the school to migrate elsewhere after X
catches, keeping players exploring and preventing AFK camping.
• Fully configurable: max schools, radius range, drift speed, direction
change intervals, catch limit, update rate, effect tick settings.
Fish Finder Device
• Custom Geiger-counter-based handheld detector with a live radar-style UI
showing distance and bearing to the nearest active school.
• Configurable:
- Max detection range (default 100m)
- Beep interval, UI update interval, UI size
- Durability drain per interval
- Background image and overlay image stack
- Require specific skinned item vs. allow any Geiger counter
Tiered Fishing Rods
• Define any number of rod tiers keyed by SkinId. Each rod tier configures:
- ChanceBonus: adds to catch chance for rarer fish
- FishSizeMultiplier: multiplier applied to caught fish size
• Default tiers included: Low / Mid / High Quality Rod.
• Players progress by upgrading their rod — directly tied to bigger, rarer
fish and higher-value catches.
Tiered Fish Traps
• Define any number of fish trap tiers keyed by SkinId, each with:
- ChanceBonus for rarer fish
- FishSizeMultiplier
- CatchMinnowEnabled toggle + Min/Max minnow per catch
- StorageSlots (override vanilla slot count)
- MaxHealth (override trap durability)
• Default tiers included: Low / Mid / High Quality Fish Trap.
Aquaculture / Fish Breeding
• Deployable custom fish cages (Large Fish Cage, Small Fish Cage) that breed
fish over time when fed bait.
• Each cage type configures:
- Breeding interval min/max (in minutes)
- Box slot count (storage size)
- Fish size multiplier for bred fish
• Built-in breeding progress UI with feed reminders, empty state, box-full
warning, and an in-game guide overlay.
• Custom raft-based platforms for building floating fish farms:
- Square Raft 3x3 / 5x5 / 10x10
- Hexagonal Raft 1 / 3 / 5
• Configurable aquaculture settings: replacement/box health, effect
duration, effect tick interval, rarity multiplier for bred fish.
Depth-Based Fishing
• Fish size scales with water depth across 4 configurable tiers.
Default:
- Tier 1 (0.0 – 4.9m): 1.0x
- Tier 2 (5.0 – 39.9m): 1.1x
- Tier 3 (40.0 – 49.8m): 1.2x
- Tier 4 (49.9 – 999.9m):1.3x
• Encourages boat exploration and offshore deep-sea fishing.
• Fully toggleable via config.
Peak Time System
• Morning (default 4:00 – 7:00) and Evening (default 18:00 – 21:00) peak
windows apply a global chance bonus (default +50) for rarer fish.
• During peak time, additional fish schools spawn in shallow water so
players can easily reach them.
• All four values are configurable: MorningStart, MorningEnd, EveningStart,
EveningEnd, PeakTimeChanceBonus.
Fish Records & Server Rankings
• Every player's personal best Size and Weight per fish species is
tracked automatically and persisted across wipes (unless you wipe the
data file).
• Comprehensive in-game fish encyclopedia UI (/fish command):
- Search bar with live filtering
- Rarity filter (All / Star 1 – Star 5)
- Biome filter (All / Arid / Temperate / Tundra / Arctic / Jungle)
- "Caught" mark displayed on species the player has already landed
- Per-fish detail page with description, your personal record, and
**Server Top 3 by Size** + **Server Top 3 by Weight** leaderboards
• Optional Hide-Uncaught-Fish mode (HideUncaughtFish config toggle):
- Uncaught species are shown as "?????" with blacked-out icons
- Detail page is blocked both client-side (no clickable button) and
server-side (command rejected) — no way to sneak past the lock
- Search bar is spoiler-safe: real fish names do NOT match uncaught
species when the search filter is used, so players cannot reveal
hidden fish by typing guesses
Fish Sell UI & Economy Integration
• Built-in fish selling interface with live balance display.
• Supports four currency backends:
- Scrap (vanilla item, no dependencies)
- Economics (optional plugin)
- ServerRewards (optional plugin)
- Custom: any shortname + skin + display name as your server's
currency item
• Per-rarity price multipliers (Star 1 through Star 5) + global base price
multiplier for easy tuning.
• Sell individual fish stacks or use Sell All for bulk liquidation.
• Fish exchange via vending machines can be blocked to prevent trivial
economy exploits.
• Prices scale with fish rarity, base stack value, and base price
multiplier — everything is in the config.
Processed Fish Items (Custom Food / Resources / Buffs)
• When cooked or processed, fish yield custom items with configurable
skin IDs and display names. Example default items: Sulfur Fish yields
sulfur, Wood Fish yields wood, Metal Fish yields metal fragments,
Stones Fish yields stones, Bone Fish yields bone fragments, Crude Oil
Fish yields crude oil, and many more.
• Per-processed-item effects when consumed:
- Instant Health
- Health over Time
- Calories
- Hydration
- Poison reduction
- Bleeding reduction
- Radiation reduction
• **Full tea-buff system** — every vanilla tea modifier can be applied
per processed fish with custom value and duration:
Wood Yield, Ore Yield, Scrap Yield, Max Health, Move Speed,
Harvesting, Fishing Boost, Farming (Better Genes), Comfort, Clotting,
Warming, Cooling, Hunter Vision, Metabolism, Crafting Quality,
Radiation Resistance, Horse Gallop Speed.
• Turn fishing into a viable alternative to vanilla farming and gathering.
Other QOL Features
• Floating UI — Implemented a floating UI that displays status without accessing fish cages or fish traps as a new technology feature test.
ZoneManager is required to use this feature. It may also cause performance degradation.
• Tension-break calorie penalty — failed casts cost extra calories
(configurable via CaloriesPerTensionBreak).
• Normal fishing calorie cost per cast (CaloriesPerFishing).
• Added a setting to obtain (pickup) worms and grubs when gathering resources.
• Fish stack limit toggle:
- Enabled: each unique fish (size+weight) is its own item with the
full name tag
- Disabled: fish stack vanilla-style with a base-value table per
vanilla shortname
• Biome check toggle — restrict fish species to specific biomes or open them up everywhere.
◆ Player Command
/fish
Opens the main fish encyclopedia and records UI. Shows all fish species
with filters (search, rarity, biome), caught marks, and per-species
detail pages including personal and server records. Requires the
extrafishing.records permission.
◆ ADMIN ONLY COMMAND
/extrafishing
Gives you one of every configured item in a single command:
- Every fishing rod tier (by SkinId from config)
- Every fish trap tier (by SkinId from config)
- Both fish cages (Large + Small)
- Every raft platform (Square 3x3/5x5/10x10, Hex 1/3/5)
- Fish Finder
- 10 of every processed fish item with effects configured
Perfect for quick testing or outfitting admin accounts.
/givefish "Fish Name"
Spawns one fish of the specified species by its display Name (case
insensitive, quoted if it contains spaces). The item is tagged with a
random size/weight from the fish's config range.
Example: /givefish "Sulfur Fish"
/efgive <SteamID|Name> <Item>
Gives a specific named item to any player. See the full item list below.
/fishbuff <player> <percent> <minutes>
Grants a fishing luck buff to the specified player for the specified
duration. Increases chance of rarer fish.
◆ Console Commands (Server Console / RCON)
clearfishdata
Wipes all player fishing records from memory and disk. Admin only.
Use with caution — this cannot be undone.
fishbuff <steamid> <percent> <minutes>
RCON-friendly version of the chat fishbuff command.
efgive <SteamID|Name> <Item>
RCON-friendly version of the /efgive chat command. See item list below.
◆ Command : efgive ITEM LIST — ALL PATTERNS
Usage:
/efgive <SteamID or Name> <Item>
efgive <SteamID or Name> <Item> (console / RCON)
The <Item> argument is matched case-insensitively. Names with spaces do NOT
need quotes — the command joins all remaining arguments as the item name.
These items can also be added to the shop. Please see below.(Please set a custom name, item abbreviation, and skin ID.)
All 15 patterns:
FISHING RODS (3 tiers)
Low Quality Rod
Item Short Name: fishingrod.handmade
SkinId: 3683450483
The entry-level tier. Small ChanceBonus and a modest FishSizeMultiplier
(defaults 0.5x). Players start with this.
Mid Quality Rod
Item Short Name: fishingrod.handmade
SkinId: 3683450683
Mid-tier rod. Better ChanceBonus and FishSizeMultiplier than Low Quality.
Default multiplier 0.6x.
High Quality Rod
Item Short Name: fishingrod.handmade
SkinId: 3683450793
Top-tier rod. Highest ChanceBonus and FishSizeMultiplier (default 0.8x).
Meant as an endgame / shop reward.
FISH TRAPS (3 tiers)
Low Quality Fish Trap
Item Short Name: fishtrap.small
SkinId: 3683441661
Basic automated fish trap. Unlike vanilla traps, ExtraFishing traps work
offline and without a nearby player. Low ChanceBonus, small storage,
low MaxHealth.
Mid Quality Fish Trap
Item Short Name: fishtrap.small
SkinId: 3683441772
Upgraded trap. Better chance bonus, larger storage, more durability.
High Quality Fish Trap
Item Short Name: fishtrap.small
SkinId: 3683441864
Top-tier trap with the highest ChanceBonus, largest storage slot count,
and highest MaxHealth.
SQUARE RAFT PLATFORMS (3 sizes)
Square Raft 3x3
Item Short Name: boatbuildingstation
SkinId: 3691488275
The smallest square raft platform. Used as a base for building small
floating fish farms and bases on water.
Square Raft 5x5
Item Short Name: boatbuildingstation
SkinId: 3691488429
Medium square raft. Plenty of room for fish cages plus storage / crafting.
Square Raft 10x10
Item Short Name: boatbuildingstation
SkinId: 3691488598
Large square raft. Flagship fishing base platform — fit multiple cages,
workbenches, sleeping area, and defenses.
HEXAGONAL RAFT PLATFORMS (3 sizes)
Hexagonal Raft 1
Item Short Name: boatbuildingstation
SkinId: 3691577294
Small single-hex raft platform. Compact, efficient footprint.
Hexagonal Raft 3
Item Short Name: boatbuildingstation
SkinId: 3691577405
Medium hex raft built from 3 hexagonal cells. Aesthetic alternative to
square rafts.
Hexagonal Raft 5
Item Short Name: boatbuildingstation
SkinId: 3691577502
Large hex raft built from 5 hexagonal cells. Comparable in area to a
Square Raft 5x5 but with honeycomb geometry.
FISH CAGES (2 tiers)
Large Fish Cage
Item Short Name: boatbuildingstation
SkinId: 3691368539
The large aquaculture cage. Default 30 box slots, 2.0x fish size
multiplier for bred fish, faster breeding interval (3–5 min). Deploy on
a raft platform and feed it bait to breed rare fish.
Small Fish Cage
Item Short Name: boatbuildingstation
SkinId: 3691368364
Compact cage. Default 18 box slots, 1.5x fish size multiplier, slightly
slower breeding interval (4–6 min). Cheaper, earlier-tier option.
FISH FINDER
Fish Finder
Item Short Name: geiger.counter
SkinId: 3696334992
Handheld radar-style fish finder. Shows distance and direction to the
nearest active fish school on a live UI overlay. Drains durability over
time and beeps periodically. Configurable max detection range (default
100m), durability drain rate, UI size, and visual assets.
Quick Copy/Paste Reference (all 15 valid <Item> strings)
Low Quality Rod
Mid Quality Rod
High Quality Rod
Low Quality Fish Trap
Mid Quality Fish Trap
High Quality Fish Trap
Square Raft 3x3
Square Raft 5x5
Square Raft 10x10
Hexagonal Raft 1
Hexagonal Raft 3
Hexagonal Raft 5
Large Fish Cage
Small Fish Cage
Fish Finder
Examples
/efgive 76561198000000000 High Quality Rod
/efgive PlayerName Large Fish Cage
/efgive 76561198000000000 Square Raft 10x10
efgive PlayerName Fish Finder (from RCON/server console)
If the player isn't found, you'll get "Player not found: <input>".
If the item name isn't recognized, you'll get "Unknown item: <name>"
followed by the full list of available items.
extrafishing.records
Required to use the /fish encyclopedia and records UI. Grant to all
players who should be able to see the fish catalog, filters, personal
records, and server rankings.
extrafishing.sell
Required to use the in-game fish selling UI. Grant to players who
should be able to sell fish for your chosen currency (Scrap / Economics
/ ServerRewards / Custom item).
All admin-only commands (/extrafishing, /givefish, /efgive, /chkbiome,
/chkdepth, /chktpo, /chkschool, /fishbuff, clearfishdata) require the
vanilla Admin or Developer flag — no permission needed.
{ "EnableUIDisplay": true, /// Show the popup Result UI every time a player catches a fish. "EnableSoundEffects": true, /// Play a catch sound effect (vanilla mission accept prefab) when a fish is landed. "ShowMessages": false, /// Send chat messages on fish catch and tension break events. "ShowMessagesGlobal": false, /// Send chat messages on fish catch and tension break events.(Global) "HideUncaughtFish": false, /// Hide uncaught fish in the /fish encyclopedia as "?????" with blacked-out icons. Also blocks detail pages AND spoiler-proofs the search bar (real fish names do not match uncaught species). Default: false. "EnableBiomeCheck": true, /// Enforce biome restrictions from the Fish list (Biome field). Disable to allow all fish in every biome. "EnableUIAnimation": true, /// Enable slide-in/fade-out animations for the Result, Record, and Sell UIs. "CaloriesPerFishing": 1, /// Calories consumed per cast. "CaloriesPerTensionBreak": 3, /// Extra calories lost when the fishing line tension-breaks. "SizeInterval": 20.0, /// Grouping interval in cm used for size display/rounding. "EnableFishStackLimit": true, /// true = each fish is a unique item with [Size/Weight] tag (no stacking). false = vanilla-style stacking using FishBaseValuesForDisableFishStackLimit. Corrected the specifications of EnableFishStackLimit. When set to False, the amount of items obtained when processing fish will be "Rarity x ProcessedItemAmount". "MinnowStackSize": 1000, /// Max stack size for minnow bait items. "UI": { "DisplayDuration": 8.0, /// How long the catch-result popup stays visible (seconds). "Result": { /// Settings for the popup shown when a fish is caught. "AnchorMin": "0.35 0.75", /// UI bottom-left anchor on screen (x y, 0.0–1.0 range). "AnchorMax": "0.65 0.9", /// UI top-right anchor on screen. "BackgroundColor": "0.1 0.1 0.1 0.9", /// Background color in "R G B A" format (0.0–1.0 range, last value is alpha). "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 18, /// Title font size. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name text color. "FishNameFontSize": 16, /// Fish name font size. "DetailsColor": "0.447 0.427 0.404 1.0", /// Details text color (size/weight info). "DetailsFontSize": 14, /// Details font size. "BackgroundImage": "https://i.imgur.com/C30zzZ5.png", /// Background image URL loaded via ImageLibrary. "UseBackgroundImage": true /// true = use the image above, false = solid color only. }, "Record": { /// Settings for the /fish encyclopedia UI. "AnchorMin": "0.15 0.15", /// Encyclopedia bottom-left anchor. "AnchorMax": "0.85 0.85", /// Encyclopedia top-right anchor. "BackgroundColor": "0.086 0.086 0.086 1.0", /// Background color. "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 20, /// Title font size. "FishButtonColor": "0.086 0.086 0.086 1.0", /// Background color for each fish entry button in the grid. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name color in the list. "FishNameFontSize": 14, /// Fish name font size in the list. "FishDetailColor": "0.678 0.643 0.616 1.0", /// Body text color on the per-fish detail page. "FishDetailFontSize": 16, /// Body text size on the detail page. "SectionTitleColor": "0.678 0.643 0.616 1.0", /// Section heading color (e.g. "Your Record", "Server Top 3"). "SectionTitleFontSize": 18, /// Section heading font size. "DetailsColor": "0.447 0.427 0.404 1.0", /// Generic detail text color. "DetailsFontSize": 14, /// Generic detail text size. "HighlightColor": "0.447 0.427 0.404 1.0", /// Highlight accent color. "NavButtonColor": "0.090 0.263 0.400 1.0", /// Pagination button background color. "NavTextColor": "0.259 0.620 0.875 1.0", /// Pagination button text color. "NavFontSize": 14, /// Pagination button font size. "CloseButtonColor": "0.722 0.227 0.149 1.0", /// Close-button background color. "CloseTextColor": "0.792 0.643 0.608 1.0", /// Close-button text color. "CloseFontSize": 18, /// Close-button font size. "DescriptionColor": "0.447 0.427 0.404 1.0", /// Fish description text color. "DescriptionFontSize": 14, /// Fish description font size. "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", /// Encyclopedia background image URL. "UseBackgroundImage": true, /// Toggle for the background image above. "SearchBarAnchorMin": "0.02 0.92", /// Search bar bottom-left anchor. "SearchBarAnchorMax": "0.26 0.98", /// Search bar top-right anchor. "SearchBarBackgroundImage": "https://i.imgur.com/RaLTTp7.png", /// Search bar background image URL. "SearchBarTextColor": "0.678 0.643 0.616 1.0", /// Search bar text color. "SearchBarFontSize": 14, /// Search bar font size. "CaughtMarkImage": "https://i.imgur.com/0lfBSNR.png" /// Image shown in the top-right of fish the player has already caught. }, "Sell": { /// Settings for the fish sell UI. "AnchorMin": "0.15 0.15", /// Sell UI bottom-left anchor. "AnchorMax": "0.85 0.85", /// Sell UI top-right anchor. "BackgroundColor": "0.086 0.086 0.086 1.0", /// Background color. "TitleColor": "0.678 0.643 0.616 1.0",/// Title text color. "TitleFontSize": 20, /// Title font size. "FishButtonColor": "0.086 0.086 0.086 1.0", /// Background color for each fish row in the sell list. "FishNameColor": "0.678 0.643 0.616 1.0", /// Fish name color. "FishNameFontSize": 14, /// Fish name font size. "DetailColor": "0.447 0.427 0.404 1.0", /// Detail info text color (size/weight). "DetailFontSize": 12, /// Detail info font size. "PriceColor": "0.259 0.620 0.875 1.0",/// Price display color. "PriceFontSize": 13, /// Price display font size. "BalanceTextColor": "0.678 0.643 0.616 1.0", /// Currency balance text color. "BalanceFontSize": 14, /// Currency balance font size. "SellButtonColor": "0.3 0.6 0.3 1", /// Individual "Sell" button background color. "NavButtonColor": "0.090 0.263 0.400 1.0", /// Pagination button background color. "NavTextColor": "0.259 0.620 0.875 1.0", /// Pagination button text color. "NavFontSize": 14, /// Pagination font size. "CloseButtonColor": "0.722 0.227 0.149 1.0", /// Close-button background color. "CloseTextColor": "0.792 0.643 0.608 1.0", /// Close-button text color. "CloseFontSize": 18, /// Close-button font size. "SellAllButtonColor": "0.314 0.380 0.200 1.0", /// "Sell All" button background color. "SellAllTextColor": "0.569 0.765 0.231 1.0", /// "Sell All" text color. "SellAllFontSize": 14, /// "Sell All" font size. "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", /// Sell UI background image URL. "UseBackgroundImage": true /// Toggle for the background image above. }, "FloatingStatusUI": { "Enabled": false, // Master toggle for the entire floating UI system (requires ZoneManager plugin when true). "UpdateRate": 0.03, // UI refresh interval in seconds; lower = smoother but heavier CPU/bandwidth. "MaxDistance": 12.0, // Maximum distance (meters) at which the panel is shown; also defines the ZoneManager zone radius. "MinDistance": 0.0, // Minimum distance (meters); panels closer than this are hidden. "FadeStart": 11.0, // Distance (meters) where alpha fade-out begins. "FadeEnd": 12.0, // Distance (meters) where alpha reaches 0. "TrapHeightOffset": 2.3, // Vertical offset (meters) above the trap where the panel anchors. "CageHeightOffset": 12.5, // Vertical offset (meters) above the cage where the panel anchors. "TrapMaxScale": 1.0, // Trap panel scale when the player is close (at MinDistance). "TrapMinScale": 0.4, // Trap panel scale when the player is far (at MaxDistance). "CageMaxScale": 1.5, // Cage panel scale when the player is close (at MinDistance). "CageMinScale": 0.5, // Cage panel scale when the player is far (at MaxDistance). "BackgroundURL": "https://i.imgur.com/WMefGKk.jpeg", // URL of the panel background image (loaded once via ImageLibrary). "BackgroundOpacity": 0.97 // Background opacity multiplier (0.0–1.0) applied on top of the distance fade. } }, "RarityChances": { /// Base weights for rarity rolls. Final weight[R] = base × (1 + totalBonus × (R-1) / 100). Weights do not need to sum to 100. "1": 80, /// Base weight for ★1 (common) fish. "2": 15, /// Base weight for ★2 fish. "3": 5, /// Base weight for ★3 fish. "4": 2, /// Base weight for ★4 fish. "5": 1 /// Base weight for ★5 (legendary) fish. ~1% at base, ~5% at max bonus. }, "Economy": { /// Currency backend and price multiplier settings for the fish sell UI. "PreferredEconomy (Scrap / Custom / Economics / ServerRewards)": "Scrap", /// Currency backend: "Scrap", "Custom" (uses CustomItem below), "Economics" (plugin required), or "ServerRewards" (plugin required). "RarityMultipliers": { /// Per-rarity price multipliers (applied on top of the base price). "1": 1.0, /// ★1 fish price multiplier. "2": 1.1, /// ★2 fish price multiplier. "3": 1.2, /// ★3 fish price multiplier. "4": 1.3, /// ★4 fish price multiplier. "5": 1.5 /// ★5 fish price multiplier. }, "BasePriceMultiplier": 1.0, /// Global price multiplier applied to every fish sale. "CustomItem": { /// Settings used when PreferredEconomy is set to "Custom". "ItemShortName": "sulfur", /// Shortname of the item used as currency. "ItemSkinId": 0, /// Skin ID of the custom currency item (0 = vanilla, no skin). "DisplayName": null /// Display name for the currency item (null = use the item's default name). } }, "FishBaseValuesForDisableFishStackLimit": { /// Fallback per-fish base prices used ONLY when EnableFishStackLimit = false (since size/weight data is lost under vanilla stacking). "fish.anchovy": 2, /// Base value per anchovy. "fish.catfish": 32, /// Base value per catfish. "fish.herring": 4, /// Base value per herring. "fish.orangeroughy": 37, /// Base value per orange roughy. "fish.salmon": 27, /// Base value per salmon. "fish.sardine": 2, /// Base value per sardine. "fish.smallshark": 45, /// Base value per small shark. "fish.troutsmall": 6, /// Base value per small trout. "fish.yellowperch": 10 /// Base value per yellow perch. }, "ChanceTime": { /// Peak-time window settings. During these hours, rarity chance bonus is added and fish schools spawn in shallow water. "MorningStart": 4.0, /// Morning peak-time start (24h in-game clock). "MorningEnd": 7.0, /// Morning peak-time end. "EveningStart": 18.0, /// Evening peak-time start. "EveningEnd": 21.0, /// Evening peak-time end. "PeakTimeChanceBonus": 50 /// Rarity bonus value added to totalBonus during peak-time windows. }, "DepthMultiplier": { /// Water-depth size multiplier tiers. Evaluated top-down; the first tier whose MaxDepth is >= current depth is used. "Enabled": true, /// Enable the depth multiplier system. "Tier1": { /// Shallowest tier. "MaxDepth": 4.9, /// Max depth for Tier1 (meters). "SizeMultiplier": 1.0 /// Fish size multiplier for this tier. Additive formula: (value - 1.0) is added as bonus. }, "Tier2": { "MaxDepth": 39.9, /// Max depth for Tier2 (meters). "SizeMultiplier": 1.1 /// +10% size bonus in this depth range. }, "Tier3": { "MaxDepth": 49.8, /// Max depth for Tier3 (meters). "SizeMultiplier": 1.2 /// +20% size bonus in this depth range. }, "Tier4": { "MaxDepth": 999.9, /// Max depth for Tier4 (effectively unlimited). "SizeMultiplier": 1.3 /// +30% size bonus in the deepest waters. } }, "FishingRods": { /// Fishing rod tier definitions. Keyed by internal name; SkinIds are mapped in code. "Default Rod": { /// Vanilla rod (no skin). Baseline performance. "ChanceBonus": 0, /// Rarity bonus value added to totalBonus when using this rod. "FishSizeMultiplier": 1.0 /// Size multiplier. Additive formula: (value - 1.0) is added as bonus. }, "Low Quality Rod": { /// Entry-tier custom rod. "ChanceBonus": 10, /// +10 rarity bonus. "FishSizeMultiplier": 1.05 /// +5% size bonus. }, "Mid Quality Rod": { /// Mid-tier custom rod. "ChanceBonus": 20, /// +20 rarity bonus. "FishSizeMultiplier": 1.1 /// +10% size bonus. }, "High Quality Rod": { /// Top-tier custom rod. "ChanceBonus": 30, /// +30 rarity bonus. "FishSizeMultiplier": 1.2 /// +20% size bonus. } }, "FishTraps": { /// Fish trap tier definitions. Trap-caught fish are NOT affected by depth multiplier or school bonus. "Default Fish Trap": { /// Vanilla trap (no skin). Baseline performance. "ChanceBonus": 0, /// Rarity bonus added to totalBonus for trap catches. "FishSizeMultiplier": 0.5, /// Size multiplier for fish caught by this trap. "CatchFishEnabled": true, /// Is it possible to catch fish other than minnows? "CatchMinnowEnabled": true, /// Whether this trap automatically catches minnow bait items. "MinnowMinAmount": 1, /// Minimum minnows caught per cycle. "MinnowMaxAmount": 3, /// Maximum minnows caught per cycle. "StorageSlots": 6, /// Inventory slot count of the trap (overrides vanilla). "MaxHealth": 100.0 /// Max HP/durability of the trap entity. }, "Low Quality Fish Trap": { /* ChanceBonus 5, FishSizeMultiplier 0.6, StorageSlots 12, MaxHealth 300, rest same structure, omitted */ }, "Mid Quality Fish Trap": { /* ChanceBonus 10, FishSizeMultiplier 0.8, StorageSlots 18, MaxHealth 500, rest same structure, omitted */ }, "High Quality Fish Trap": { /* ChanceBonus 15, FishSizeMultiplier 1.0, StorageSlots 24, MaxHealth 750, rest same structure, omitted */ } }, "GetBaitFromPickupResource": { /// This setting determines whether you obtain worms and grubs by picking up resources and plants. "Enabled": true, /// Enable setting "MinAmount": 1, /// MinAmount "MaxAmount": 3 /// MaxAmount }, "SchoolOfFish": { /// Drifting fish school system settings. "Enabled": true, /// Enable the school-of-fish system. "MaxSchoolOfFish": 30, /// Maximum number of schools that can exist simultaneously on the map. "MaxCatchesPerSchool": 5, /// Number of catches before a school is forced to migrate (respawn elsewhere). "MinSchoolOfFishRadius": 10.0, /// Minimum school radius in meters. Players inside this area get bonuses. "MaxSchoolOfFishRadius": 50.0, /// Maximum school radius in meters. "SchoolOfFishRadiusChangeMinMinutes": 0.1, /// Min time until a school's radius randomly changes (minutes). "SchoolOfFishRadiusChangeMaxMinutes": 1.0, /// Max time until a school's radius randomly changes (minutes). "MinDriftSpeed": 0.0, /// Minimum drift speed of a school (m/s). "MaxDriftSpeed": 3.0, /// Maximum drift speed of a school (m/s). "DirectionChangeMinMinutes": 0.5, /// Min time until a school changes direction (minutes). "DirectionChangeMaxMinutes": 3.0, /// Max time until a school changes direction (minutes). "SizeMultiplierBonus": 1.5, /// Fish size multiplier when fishing inside a school. Additive: (value - 1.0) is added as bonus (+50% by default). "HookSpeedBonus": 0.7, /// Catch-time reduction ratio inside a school (0.7 = 70% faster catch). "RarityBonus": 100, /// Rarity bonus added to totalBonus when fishing inside a school. "MinOceanDepth": 30.0, /// Minimum water depth (m) where schools spawn during normal time. "MaxOceanDepth": 50.0, /// Maximum water depth (m) where schools spawn during normal time. "PeakTimeMinOceanDepth": 1.0, /// Minimum depth for schools that spawn during peak time (shallow water). "PeakTimeMaxOceanDepth": 5.0, /// Maximum depth for schools that spawn during peak time. "DriftUpdateInterval": 1.0, /// School position update interval (seconds). "Effect": { /// Visual burst effect settings for schools. "Enabled": true, /// Enable burst effects. "TickInterval": 0.01, /// Internal tick interval while an effect plays (seconds). "DelayMin": 0.0, /// Minimum startup delay before an effect fires (seconds). "DelayMax": 1.5, /// Maximum startup delay before an effect fires (seconds). "BurstDurationMin": 2.0, /// Minimum duration of one burst (seconds). "BurstDurationMax": 10.0, /// Maximum duration of one burst (seconds). "BurstIntervalMinMinutes": 0.1, /// Minimum wait between bursts (minutes). "BurstIntervalMaxMinutes": 3.0 /// Maximum wait between bursts (minutes). }, "FishFinder": { /// Fish finder device settings. "Enabled": true, /// Enable the fish finder feature. "UIUpdateInterval": 0.1, /// Radar UI update interval (seconds). "BeepInterval": 0.5, /// Beep sound interval while pointing toward a school (seconds). "BackgroundImage": "https://i.imgur.com/5K50I7S.png", /// Radar background image URL. "OverlayImages": [ /// List of decorative overlay images layered on top of the radar. "https://i.imgur.com/6L4TG7R.png", /// First overlay image URL. (Additional overlays use the same format.) "https://i.imgur.com/UilagDt.png", /// Subsequent overlays omitted explanation — same format as above. "https://i.imgur.com/Dh5uXPs.png", "https://i.imgur.com/6rSarf6.png", "https://i.imgur.com/yyBuEB9.png" ], "UISize": 0.12, /// Radar UI size as a fraction of screen size. "MaxDetectRange": 100.0, /// Maximum detection range in meters. "DurabilityDrainInterval": 30.0, /// Interval between durability drains (seconds). "DurabilityDrainAmount": 1.0, /// Durability removed per drain tick. "RequireItem": true /// true = only a geiger counter with the configured skin works. false = any geiger counter works. } }, "Aquaculture": { /// Aquaculture / fish breeding system settings. "Enabled": true, /// Enable the aquaculture system. "ReplacementMaxHealth": 5000.0, /// Max HP of the fish cage replacement entity. "BoxMaxHealth": 5000.0, /// Max HP of the aquaculture storage box entity. "EffectDuration": 5.0, /// Duration of aquaculture-related effects (seconds). "EffectTickInterval": 0.03, /// Aquaculture effect tick interval (seconds). "RarityMultiplier": 3, /// Rarity bonus multiplier applied to bred fish. "LargeFishCage": { /// Large fish cage configuration. "DisplayName": "Large Fish Cage", /// Display name of the large cage item. "BreedingIntervalMinutesMin": 3.0, /// Minimum breeding interval (minutes). "BreedingIntervalMinutesMax": 5.0, /// Maximum breeding interval (minutes). "BoxSlots": 30, /// Inventory slot count inside the cage. "FishSizeMultiplier": 2.0, /// Size multiplier for fish bred in this cage. "EnableMaxPerPlayer": false, /// A setting that limits the number of fish cages that can be placed. "MaxPerPlayer": 2 /// Fish cage place limit }, "SmallFishCage": { /* ... same structure as LargeFishCage, omitted ... */ } }, "Fish": [ /// Master fish catalog. 300+ species defined by default. { "ItemShortName": "fish.sardine", /// Base vanilla fish shortname this custom fish is built on. Valid values: fish.anchovy, fish.catfish, fish.herring, fish.orangeroughy, fish.salmon, fish.sardine, fish.smallshark, fish.troutsmall, fish.yellowperch. "SkinId": 3683947483, /// Workshop skin ID that uniquely identifies this custom fish. Same shortname + different skin = different species. "Name": "Sulfur Fish", /// Display name shown in UIs and chat. "MaxSize": 100.0, /// Maximum size of this fish in cm. "MinSize": 20.0, /// Minimum size of this fish in cm. "Growth_A": 0.0188, /// Growth formula coefficient A. Weight(kg) = A × Size^B / 1000. "Growth_B": 3.04, /// Growth formula exponent B. Weight(kg) = A × Size^B / 1000. "Biome": "All", /// Biome restriction: "All", "Arid", "Temperate", "Tundra", "Arctic", or "Jungle". Ignored if EnableBiomeCheck = false. "Rarity": 2, /// Rarity tier 1–5 (★1 to ★5). Used for rarity weight calculation. "ProcessedItemShortName": "sulfur", /// Shortname of the item produced when this fish is cooked/processed. "ProcessedItemSkinId": 0, /// Skin ID of the processed item. Links to the corresponding ProcessedItemEffects entry. "DisplayName": null, /// Display name of the processed item (null = use default name). "ProcessedItemAmount": 50, /// Base amount of processed item given. Scales with the caught fish size. "Description": "A mysterious fish that can be found anywhere and can explode when provoked." /// Description text shown in the fish encyclopedia. } /* ... 300+ additional fish entries follow with the same structure, omitted ... */ ], "ProcessedItemEffects": { /// Per-processed-item effects applied when a player consumes the item. Key = Skin ID matching Fish.ProcessedItemSkinId. "3687258712": { /// Example entry. Each key is a unique skin ID linking to a processed fish item. "DisplayName": "Raw white fish", /// Display name of this processed item. "InstantHealth": 5.0, /// Instant health restored on consumption. "HealthOverTime": 5.0, /// Health restored over time (HoT). "Calories": 80.0, /// Calories restored. "Hydration": 15.0, /// Hydration restored. "PoisonReduce": 50.0, /// Poison meter reduction. "BleedingReduce": 0.0, /// Bleeding meter reduction. "RadiationReduce": 0.0, /// Radiation meter reduction. "Buff": { /// Tea-style buffs applied on consumption. Any buff with Value = 0 or DurationMinutes = 0 is skipped. "Wood": { /// Wood yield tea buff. "Value": 0.0, /// Buff strength in percent (e.g. 100 = +100% wood yield). "DurationMinutes": 0.0 /// Buff duration in minutes. 0 disables this buff. }, "Ore": { "Value": 100.0, "DurationMinutes": 15.0 }, /// Ore yield tea buff (+100% for 15min). "Scrap": { /* ... same {Value, DurationMinutes} structure ... */ }, /// Scrap yield tea buff. "MaxHealth": { /* ... */ }, /// Max health tea buff. "MoveSpeed": { /* ... */ }, /// Move speed tea buff. "Harvesting": { /* ... */ }, /// Harvesting tea buff. "Fishing": { /* Value 100, Duration 30 */ }, /// Fishing boost (increases rare-fish chance). Default Value 100 across all processed fish. "Farming": { /* ... */ }, /// Farming (better genes) tea buff. "ComfortBuff": { /* ... */ }, /// Comfort tea buff. "Clotting": { /* ... */ }, /// Clotting (bleed resistance) tea buff. "Warming": { /* ... */ }, /// Warming tea buff. "Cooling": { /* ... */ }, /// Cooling tea buff. "HunterVision":{ /* ... */ }, /// Hunter vision tea buff. "Metabolism": { /* ... */ }, /// Metabolism booster tea buff. "Crafting": { /* ... */ }, /// Crafting quality tea buff. "RadResist": { /* ... */ }, /// Radiation resistance tea buff. "HorseSpeed": { /* ... */ } /// Horse gallop speed tea buff. } } /* ... additional ProcessedItemEffects entries follow with the same structure, omitted ... */ } }
Q. Can you translate information about fish species?
A. Yes. This product includes translation data. This data includes Chinese, Russian, Ukrainian, and Japanese. You will need to select one and manually replace the existing text.
VOID / NINJA WORKS
DISCORD : https://discord.gg/U8uxePjSyA
MADE IN JAPAN
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Road Bunkers
This plugin adds bunkers to your server that spawn along roads. It doesn't require any complex setup or additional plugins; just launch it and it's ready to use.
You can also configure bunker types: building grade, security door color, and whether to use a fuse. You can also customize the loot in crates and their quantity.
Config:
{ "Bunker removal time after opening(in seconds)": 180, "Types of bunkers": [ { "Number of bunkers of this type on the map": 60, "Access level (from 1 to 3)": 1, "Fusebox spawn chance (0 to 100)": 0, "Minimum number of crates": 1, "Maximum number of crates (no more than 3)": 1, "Grade type (0 - twigs, 1 - wood, 2 - stones, 3 - metal, 4 - topTier)": 2, "Use own loot table": false, "SimpleLootTable name": "" }, { "Number of bunkers of this type on the map": 30, "Access level (from 1 to 3)": 2, "Fusebox spawn chance (0 to 100)": 50, "Minimum number of crates": 1, "Maximum number of crates (no more than 3)": 2, "Grade type (0 - twigs, 1 - wood, 2 - stones, 3 - metal, 4 - topTier)": 3, "Use own loot table": false, "SimpleLootTable name": "" }, { "Number of bunkers of this type on the map": 10, "Access level (from 1 to 3)": 3, "Fusebox spawn chance (0 to 100)": 100, "Minimum number of crates": 3, "Maximum number of crates (no more than 3)": 3, "Grade type (0 - twigs, 1 - wood, 2 - stones, 3 - metal, 4 - topTier)": 4, "Use own loot table": false, "SimpleLootTable name": "" } ], "Own loot table(there can be a maximum of 12 items in a crate)": { "minAmount": 2, "maxAmount": 4, "itemsList": [ { "name": "metal.fragments", "dropChance": 100, "minAmount": 50.0, "maxAmount": 300.0, "displayName": "", "skinID": 0 }, { "name": "metal.refined", "dropChance": 100, "minAmount": 5.0, "maxAmount": 10.0, "displayName": "", "skinID": 0 }, { "name": "scrap", "dropChance": 100, "minAmount": 10.0, "maxAmount": 20.0, "displayName": "", "skinID": 0 }, { "name": "techparts", "dropChance": 50, "minAmount": 1.0, "maxAmount": 2.0, "displayName": "", "skinID": 0 } ] } }
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Global Storage Pro
By imthenewguy in Plugins
Global Storage Pro creates storage for your players that can be access from any global storage container.
Containers will automatically spawn at safe-zone monuments, allowing players to safely store their items.
The plugin will create an instance of storage for each player that loots the box, allowing for multiple players to loot the same global storage chest to manage their own instances of storage.
Monument spawns: Automatically spawns containers at safe zone monuments. These can be repositioned using the gs.setpos command. Map specific spawns: Use the gs.addloc command to create a spawn point for a container that will be based on the map name. Anytime the map with a valid name is loaded, a container will spawn at the specified location. Placeholder spawns: Using RustEdit, placeholder entities can be deployed at specific locations to create automatic spawns for your custom monuments. Deployable containers: Players can be given deployable containers to setup in their bases that access the storage network. Comprehensive white/black list: Have full control over what items can be added to GlobalStoragePro containers based on skin, name, shortname and text fields. Permission based slots and deployments: You can create any number of permissions that will provide more or less storage slots, and deployments of containers. Administrative tool: Access the contents of any players global storage in-game using the gs.view command. Persistent wipe settings: Allow contents of containers to persist between wipes.
Command: gs.givestorage <target> <amount>
Type: Console
Permission: globalstoragepro.admin (or can be run by the server with no perms)
Description: Gives the target player a deployable global storage item.
Command: gs.setpos
Type: Chat
Permission: globalstoragepro.admin
Description: Sets the spawn location for the nearest monument (or monument marker for custom monuments)
Command: gs.addloc
Type: Chat
Permission: globalstoragepro.admin
Description: Adds a spawn location for a global storage chest. The name of the map is captured and put into the config along with the location for future spawns.
Command: gs.openplayerinventory <userid>
Type: Chat
Permission: globalstoragepro.admin
Description: Opens the storage container for the specified userid.
Command: gs.view
Type: Chat
Permission: globalstoragepro.admin
Description: Provides a list of all containers that have contents to the admin, who can then select one to view its contents.
// Adds an item to the target players global storage container void TryAddItemToGlobalStorage(BasePlayer player, Item item, bool notify)
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Extra Plants V2
By NINJA WORKS in Plugins
Extra Plants V2
Expand your farming with 20 unique cultivatable plants !
ExtraPlants introduces a brand-new farming system that goes beyond vanilla crops. Grow mushrooms, harvest resources from grubs, cultivate fruits, vegetables, herbs, and more.
By default, all custom items are based on apples, etc.
These seeds can be obtained from wild trees, ores, and plants.
We recommend that you set them to items that can be used with Cooking plugins, etc.
This plugin has a trial version. If you are considering purchasing it, please download it here.
Harvestable Plants
Aloe - Produces Aloe Vera Cactus - Low water requirement, yields cactus flesh Sugarcane - Produces sugar cane Wood Tree - Grow your own wood supply Fruits Tree - 15 fruit varieties: Apple, Apricot, Strawberry, Fig, Orange, Kiwi, Plum, Cherry, Pomegranate, Loquat, Grape, Lemon, Persimmon, Peach, and Pear. Tropical Fruits Tree - 11 exotic fruits: Avocado, Guava, Star Fruit, Dragon Fruit, Pineapple, Passion Fruit, Banana, Papaya, Mango, Mangosteen, and Lychee. Nuts Tree - 10 nut varieties: Almond, Cashew, Walnuts, Peanuts, Brazil Nuts, Hazelnuts, Chestnut, Pistachio, Pine Nuts, and Coconut. Sulfur Grub - Harvestable grub that yields sulfur ore — explodes when attacked! You need to raise the larvae without being detected by enemies. Zombie Soul - Mysterious Soul that yields bones. Emits a scream sound when grown. Mushroom - 9 mushroom varieties including Enoki, King Oyster, Maitake, Shiitake, Shimeji, and rare drops like Truffles and Matsutake. Metal Grub - Harvestable grub that yields metal ore Rice - Produces rice (high water requirement) Narcotic Herb - 4 herb varieties: Marijuana leaf, Tobacco leaves, Damiana leaves, and Coca leaves. Potato Plants - 6 tuber varieties: Potato, Sweet Potato, Konjac taro, Nagaimo, Taro, and Yacon. Yellow Plants - 5 varieties: Onion, Burdock, Carrots, Zucchini, and Hop. Green Plants - 5 varieties: Broccoli, Cucumber, Green pepper, Parsley, and Spinach. Black Plants - 3 varieties: Black Raspberries, Coffee Beans, and Black pepper. Blue Plants - 8 varieties: Blueberries, Eggplant, Purple cabbage, Lettuce, Chinese cabbage, Cabbage, Beets, and Asparagus. White Plants - 6 varieties: Radish, Turnip, Lotus root, Green onion, Bamboo shoots, and Garlic. Red Plants - 4 varieties: Tomato, Paprika, Swiss chard, and Chili peppers.
By default, all custom items are based on apples, etc.
We recommend that you set them to items that can be used with Cooking plugins, etc.
How to obtain seeds
Wood Sapling, Tropical Fruits Tree Sapling, Fruits Tree Sapling, Nuts Tree Sapling, Sugarcane Sapling
Gather Wood
Mushroom mycelium
Collect Wild Mushrooms
Sulfur Grub
Collecting and mining sulfur ore
Metal Grub
Collecting and mining metal ore
Zombie Soul
Collect bone fragments
Narcotic Herb Seedlings, Rice Seedlings, Seed Tuber, Yellow Plants Seed, Green Plants Seed, Black Plants Seed, Blue Plants Seed, White Plants Seed, Red Plants Seed
Gathering wild hemp
Cactus Sapling, Aloe Sapling
Gathering wild cactus
Custom Seeds System
• Seeds use the fertilizer item with custom skins
• Place seeds in any planter box to start growing
• Each plant type has unique growth requirements
Fully Configurable
Every plant type can be customized:
• Growth time intervals
• Growth success chance
• Water requirements
• Drop items and quantities
• Custom item names and skins
• Death/consume probability for grubs
• Setting the method for obtaining seeds.
1. Obtain Seeds - Obtaining Seeds - Players can obtain seeds by gathering wood or mining ore. Alternatively, they can be purchased in the shop, or administrators can distribute seeds using the giveseed command.
2.Plant the seeds - Place the seeds (fertilizer with custom skin) in the storage box for fertilizer in any planter.
3. Water Plants - Ensure adequate water level for growth
4. Wait for Growth - Plants grow based on configured intervals
5. Harvest - grown plants to collect resources
Special Mechanics
• Sulfur Grub - Explodes when attacked
Explosion Conditions
The player attacks the sulfurous body with an axe or gun.
The planter box containing the sulfurous is destroyed by the player or NPC, or is destroyed by weathering.
(Pickup collection does not cause an explosion.)
Chat Commands (Admin Only)
/seed Obtain 100 seeds of each type.
ServerConsole Commands
giveseed <steamID> <skinID> <amount> - Give special seeds to a player. Entering only "giveseed" will show the names of all plants.
Seed Skin IDs
Aloe Sapling 3601726840 Cactus Sapling 3601727134 Tropical Fruits Tree Sapling 3601727963 Fruits Tree Sapling 3601727819 Wood Sapling 3601729292 Sulfur Grub 3601729483 Metal Grub 3601729552 Zombie Soul 3601727291 Sugarcane Sapling 3601727002 Nuts Tree Sapling 3601727388 Mushroom mycelium 3675820909 Rice Seedlings 3675814595 Narcotic Herb Seedlings 3675814321 Seed Tuber 3675814757 Yellow Plants Seed 3675815517 Green Plants Seed 3675815146 Black Plants Seed 3675814927 Blue Plants Seed 3675815024 White Plants Seed 3675815400 Red Plants Seed 3675815276
Give Seed Example:
giveseed 76561198000000000 3601726840 10
(Give 10 Aloe Sapling to 76561198000000000)
Shop Settings
Shortname "fertilizer" + SkinID
Plant Settings
{ "Mushroom Settings": { "Enabled": true, "Seed Name": "Mushroom mycelium", "Seed Skin ID": 3675820909, "Growth Time (seconds)": 900.0, "Growth Chance (0.0-1.0)": 1.0, "Water Required": 300.0, "Max Drop Types Per Harvest": 1, "Drop Items": [ { "Item Short Name": "mushroom", "Custom Item Name": null, "Skin ID": 0, "Min Amount": 1, "Max Amount": 3, "Drop Chance (0.0-1.0)": 1.0 }, ...
Seed Drop Settings
Set the species that can be obtained by triggering items (short names) that can be acquired through activities such as cutting down trees, gathering wild hemp, and mining ore.
"Enable Dispenser Gather Seed Drops": true, "Dispenser Gather Seed Drops": { "wood": { ///Trigger Item "Max Drop Types": 1, "Seeds": [ { "Seed Name": "Wood Sapling", "Drop Chance (0.0-1.0)": 0.08, "Min Amount": 1, "Max Amount": 3 },
Configuration Options
For All Plants :
Growth Time (seconds) - Time between growth checks Growth Chance (0.0-1.0) - Probability of successful growth Water Required - Minimum water level needed Seed Skin ID - Custom skin ID for the seed item Max Drop Types Per Harvest - Number of different items dropped Drop Items - List of items with amounts and drop chances For Grubs (Sulfur Grub, Metal Grub, Zombie Soul) :
Probability Of Death (0.0-1.0) - Chance the seed is consumed after a growth cycle For Sulfur Grub :
Enable Explosion (true/false) - Whether the grub explodes when attacked For Zombie Soul :
Enable Sound (true/false) - Whether a scream sound plays when grown Batch Harvest Special Plants :
Setting this to True allows you to harvest all special plants in a planter at once. Dispenser Gather Seed Drops :
You can configure the item triggers and the seeds that players can obtain when they collect or gather items.
How to set harvested custom items as ingredients in a cooking plugin.
Open Cooking.json and add all the items listed in Cooking_ingredients_list.txt (which is included when you downloaded ExtraPlants) to the "ingredients" section under "Ingredient Settings". Furthermore, you need to configure the recipes to use those ingredients.
Q: How do players obtain seeds?
A: Seeds can only be given by server admins using the console command:
giveseed <steamID> <skinID> <amount>
You can integrate this with your server's shop plugin or reward system.
Q: Do plants survive server restarts?
A: Yes! All plant data is automatically saved and restored when the server restarts. The plugin uses persistent data files to track all planted seeds and their growth states.
Q: Can I customize the drop items and amounts?
A: Absolutely. Every plant type has fully configurable drop settings in the config file. You can change item types, quantities, drop chances, custom names, and skin IDs.
Q: What happens if I attack the Sulfur Grub?
A: The Sulfur Grub will explode, dealing 500 damage within a 12-meter radius. This is intentional — harvest it normally by interacting with it instead of attacking.
Q: Why aren't my plants growing?
A: Check the following:
• Ensure the planter has enough water (each plant type has different requirements)
• Verify the growth chance in config is set properly (0.0-1.0)
• Wait for the configured growth interval to pass
Q: Can I add my own custom plants?
A: The current version supports 20 pre-configured plant types. Each plant type's drops, growth times, and requirements are fully customizable through the config file.
Q: Do the fruit trees drop all fruits at once?
A: No. The "Max Drop Types Per Harvest" setting controls how many different fruit types drop each harvest. For example, if set to 3, players will receive 3 random fruit types from the configured list.
Q: What's the difference between Grubs and other plants?
A: Grubs (Sulfur Grub, Metal Grub, Zombie Soul) have a "Probability Of Death" setting. After each growth cycle, there's a chance the grub will die and need to be replanted. Regular plants like trees continue producing indefinitely.
Q: Which planters are supported?
A: All vanilla planter types are supported:
• Large Planter Box
• Small Planter Box
• Bathtub Planter
• Minecart Planter
• Railroad Planter
• Triangle Planter
• Single Plant Pot
Q: Can players craft the seeds?
A: No, seeds cannot be crafted by default. They must be distributed by admins. This gives you full control over your server's economy and progression.
Q: Are the custom skins included?
A: Yes, all skin IDs are pre-configured and included. The skins are applied automatically when seeds and harvested items are created.
Q: Item skin images aren't displayed in the UI.
A: Please install the Image Library.
Q: Can I change the seed item from fertilizer to something else?
A: The current version uses fertilizer items with custom skins as seeds. Changing the base item would require code modification.
Q: How do I give seeds to offline players?
A: The giveseed command works with sleeping players too. As long as the player has logged in at least once, you can give them seeds using their Steam ID.
Q: What happens if a player's inventory is full when receiving seeds?
A: The seeds will be dropped on the ground near the player's position.
Q: How do I set harvested items as ingredients in the Cooking plugin?
A: Open Cooking.json and add all the items listed in Cooking_ingredients_list.txt (which is included when you downloaded ExtraPlants) to the "ingredients" section under "Ingredient Settings". Furthermore, you need to configure the recipes to use those ingredients.
VOID / NINJA WORKS
DISCORD : https://discord.gg/U8uxePjSyA
MADE IN JAPAN
- #rust
- #facepunch
- (and 12 more)