corndiggitydog's Wishlist
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Extra Fishing
By NINJA WORKS in Plugins
ExtraFishing is a feature-rich fishing enhancement plugin for Rust. It introduces custom fish species, dynamic UI displays, rod quality effects, economy integration, and fishing record systems—all fully configurable and optimized for performance.
🎣Extra Fishing
✅ Features
Custom Fish System
Easily define new fish via JSON including size range, rarity, biome, and growth curves. You can increase the number of fish species by adding the included 60 Fish Data.json fish data to your configuration. More fish species will be added as add-ons in the future.
Dynamic UI Display
Uses ImageLibrary to show results, records, and fish selling screens with optional background images.
Rod Quality & Bonus
Fishing rods with different skins can have bonus catch chances, making equipment progression meaningful.
Economy Support
Fully supports Scrap or Economics or ServerRewards or CustomItem to allow players to sell fish for currency.
Fishing Records & Ranking
Automatically tracks each player’s biggest catch, with optional server-wide leaderboards.
Multilingual Support
Built-in English , Japanese , Russian localization.
✅ Permission
extrafishing.records - Control use of commands "/fish"
extrafishing.sell - Controls permission to sell fish
✅ Chat Commands
/fish – Open your personal fishing records. If you have fish, open the fish selling UI.
/rod - Get all custom fishing rods. (Admin only)
✅ ServerConsole Commands
clearfishdata - Delete all fishing records
fishbuff - Adds a fishing boost to players.
Usage : fishbuff "SteamID" "amount" "Time(Minutes)"
Example(Fish Boost 130%, 10 Minutes for 76561198100000000)
fishbuff 76561198100000000 130 10
✅Config
You can easily add fish and change settings with the included ExtraFishing_editor (Web UI) tool.
You can increase the number of fish species by adding the included 60 Fish Data.json fish data to your configuration. More fish species will be added as add-ons in the future.
{ "EnableUIDisplay": true, // Show fishing result UI when catching fish "EnableSoundEffects": true, // Play sound effects for fishing actions "ShowMessages": false, // Display chat messages for catches/breaks "EnableBiomeCheck": true, // Restrict fish spawning by biome "EnableUIAnimation": true, // Enable smooth UI Animation "CaloriesPerFishing": 1, // Calories consumed per fishing attempt "CaloriesPerTensionBreak": 3, // Calories consumed when line breaks "SizeInterval": 20.0, // Get items by size. "TrapFishSizeMultiplier": 0.5, // Size reduction for trap-caught fish // === UI CONFIGURATION === "UI": { "DisplayDuration": 8.0, "Result": { "AnchorMin": "0.35 0.75", "AnchorMax": "0.65 0.9", "BackgroundColor": "0.1 0.1 0.1 0.9", "TitleColor": "0.678 0.643 0.616 1.0", "FishNameColor": "0.678 0.643 0.616 1.0", "FishNameFontSize": 16, "DetailsColor": "0.447 0.427 0.404 1.0", "DetailsFontSize": 14, "BackgroundImage": "https://i.imgur.com/C30zzZ5.png", "UseBackgroundImage": true }, // Fish Records UI (opened with /fish command) "Record": { "AnchorMin": "0.25 0.15", "AnchorMax": "0.75 0.85", "BackgroundColor": "0.086 0.086 0.086 1.0", "TitleColor": "0.678 0.643 0.616 1.0", "TitleFontSize": 20, "FishButtonColor": "0.086 0.086 0.086 1.0", "FishNameColor": "0.678 0.643 0.616 1.0", "FishNameFontSize": 14, "FishDetailColor": "0.678 0.643 0.616 1.0", "FishDetailFontSize": 16, "SectionTitleColor": "0.678 0.643 0.616 1.0", "SectionTitleFontSize": 18, "DetailsColor": "0.447 0.427 0.404 1.0", "DetailsFontSize": 14, "HighlightColor": "0.447 0.427 0.404 1.0", "NavButtonColor": "0.090 0.263 0.400 1.0", "NavTextColor": "0.259 0.620 0.875 1.0", "NavFontSize": 14, "CloseButtonColor": "0.722 0.227 0.149 1.0", "CloseTextColor": "0.792 0.643 0.608 1.0", "CloseFontSize": 18, "DescriptionColor": "0.447 0.427 0.404 1.0", "DescriptionFontSize": 14, "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", "UseBackgroundImage": true }, // Fish Selling UI (opened with /fish) "Sell": { "AnchorMin": "0.25 0.15", "AnchorMax": "0.75 0.85", "BackgroundColor": "0.086 0.086 0.086 1.0", "TitleColor": "0.678 0.643 0.616 1.0", "TitleFontSize": 20, "FishButtonColor": "0.086 0.086 0.086 1.0", "FishNameColor": "0.678 0.643 0.616 1.0", "FishNameFontSize": 14, "DetailColor": "0.447 0.427 0.404 1.0", "DetailFontSize": 12, "PriceColor": "0.259 0.620 0.875 1.0", "PriceFontSize": 13, "BalanceTextColor": "0.678 0.643 0.616 1.0", "BalanceFontSize": 14, "SellButtonColor": "0.3 0.6 0.3 1", "NavButtonColor": "0.090 0.263 0.400 1.0", "NavTextColor": "0.259 0.620 0.875 1.0", "NavFontSize": 14, "CloseButtonColor": "0.722 0.227 0.149 1.0", "CloseTextColor": "0.792 0.643 0.608 1.0", "CloseFontSize": 18, "SellAllButtonColor": "0.314 0.380 0.200 1.0", "SellAllTextColor": "0.569 0.765 0.231 1.0", "SellAllFontSize": 14, "BackgroundImage": "https://i.imgur.com/IhEjX5Q.png", "UseBackgroundImage": true } }, // === TIME-BASED FISHING BONUSES === "ChanceTime": { "MorningStart": 4.0, // Morning golden hour start (4:00 AM) "MorningEnd": 8.0, // Morning golden hour end (8:00 AM) "EveningStart": 16.0, // Evening golden hour start (4:00 PM) "EveningEnd": 20.0, // Evening golden hour end (8:00 PM) "PeakTimeChanceBonus": 15 // Extra 15% chance for rare fish during golden hours }, // === FISHING ROD QUALITY SYSTEM === "FishingRods": { "0": { // Default fishing rod (no skin) "Name": "Low Quality Rod", "ChanceBonus": 0 // No bonus chance }, "3157356052": { // Workshop skin ID for mid-tier rod "Name": "Mid Quality Rod", "ChanceBonus": 5 // +5% catch chance }, "3157356205": { // Workshop skin ID for high-tier rod "Name": "High Quality Rod", "ChanceBonus": 10 // +10% catch chance } }, // === FISH RARITY CHANCES === "RarityChances": { "1": 70, // Common fish: 70% base chance "2": 15, // Uncommon fish: 15% base chance "3": 10, // Rare fish: 10% base chance "4": 5, // Epic fish: 5% base chance "5": 1 // Legendary fish: 1% base chance }, // === ECONOMY SYSTEM === "Economy": { "PreferredEconomy": "Scrap", // Currency type: "Scrap","Economics","ServerRewards","Custom" "RarityMultipliers": { // Price multipliers for each rarity level "1": 1.0, // Common: 100% base price "2": 1.2, // Uncommon: 120% base price "3": 1.3, // Rare: 130% base price "4": 1.5, // Epic: 150% base price "5": 1.8 // Legendary: 180% base price }, "BasePriceMultiplier": 1.0 // Global price adjustment (1.0 = normal, 2.0 = double) "CustomItem": { // Must be set if PreferredEconomy is Custom. "ItemShortName": "sulfur", "ItemSkinId": 0, "DisplayName": null } }, // === FISH STACKING SYSTEM === "EnableFishStackLimit": true, // If you set this to false, you can stack fish, but the size and weight of the item will not be saved. When selling, the value will be calculated as "FishBaseValuesForDisableFishStackLimit" × "RarityMultipliers". changed to this setting require a server restart. // Base scrap values when stacking is DISABLED (EnableFishStackLimit = false) "FishBaseValuesForDisableFishStackLimit": { "fish.anchovy": 2, // Anchovy worth 2 scrap each "fish.catfish": 32, // Catfish worth 32 scrap each "fish.herring": 4, // Herring worth 4 scrap each "fish.orangeroughy": 37, // Orange Roughy worth 37 scrap each "fish.salmon": 27, // Salmon worth 27 scrap each "fish.sardine": 2, // Sardine worth 2 scrap each "fish.smallshark": 45, // Small Shark worth 45 scrap each "fish.troutsmall": 6, // Small Trout worth 6 scrap each "fish.yellowperch": 10 // Yellow Perch worth 10 scrap each }, // === FISH SPECIES DEFINITIONS === "Fish": [ { "ItemShortName": "fish.anchovy", // Rust's internal item name "SkinId": 0, // Skin ID (0 = default, custom number = workshop skin) "Name": "Anchovy", // Display name in UI "MaxSize": 24.0, // Maximum size in centimeters "MinSize": 15.0, // Minimum size in centimeters "Growth_A": 0.0051, // Weight calculation parameter A "Growth_B": 3.27, // Weight calculation parameter B // Formula: Weight = Growth_A × (Size ^ Growth_B) ÷ 1000 "Biome": "All", // Where fish can be caught: "All", "Arid", "Temperate", "Tundra", "Arctic", "Jungle" "Rarity": 1, // Rarity level 1-5 (1=common, 5=legendary) "ProcessedItemShortName": "fish.raw", // Item given when fish is processed "ProcessedItemSkinId": 0, // Skin for processed item "DisplayName": null, // Custom name for processed item (null = default) "ProcessedItemAmount": 1, // How many processed items to give "Description": "Widely known for its role in the seafood industry and seasonal migrations." }, { "ItemShortName": "fish.catfish", "SkinId": 0, "Name": "Catfish", "MaxSize": 62.0, "MinSize": 30.0, "Growth_A": 0.0052, "Growth_B": 3.22, "Biome": "All", "Rarity": 1, "ProcessedItemShortName": "fish.raw", "ProcessedItemSkinId": 0, "DisplayName": null, "ProcessedItemAmount": 1, "Description": "A bottom-dwelling freshwater fish native to North America, recognizable by its long whisker-like barbels and nocturnal habits." }, { "ItemShortName": "fish.herring", "SkinId": 0, "Name": "Herring", "MaxSize": 45.0, "MinSize": 30.0, "Growth_A": 0.007, "Growth_B": 3.12, "Biome": "All", "Rarity": 1, "ProcessedItemShortName": "fish.raw", "ProcessedItemSkinId": 0, "DisplayName": null, "ProcessedItemAmount": 1, "Description": "A key commercial fish found in the North Atlantic, famous for its massive schools and historical importance in global fisheries." }, { "ItemShortName": "fish.orangeroughy", "SkinId": 0, "Name": "Orange Roughy", "MaxSize": 75.0, "MinSize": 45.0, "Growth_A": 0.00014, "Growth_B": 2.66, "Biome": "All", "Rarity": 1, "ProcessedItemShortName": "fish.raw", "ProcessedItemSkinId": 0, "DisplayName": null, "ProcessedItemAmount": 1, "Description": "A deep-sea fish known for its striking orange color, longevity, and tough scales, often caught at great ocean depths." }, { "ItemShortName": "fish.salmon", "SkinId": 0, "Name": "Salmon", "MaxSize": 70.0, "MinSize": 30.0, "Growth_A": 0.0075, "Growth_B": 3.02, "Biome": "All", "Rarity": 1, "ProcessedItemShortName": "fish.raw", "ProcessedItemSkinId": 0, "DisplayName": null, "ProcessedItemAmount": 1, "Description": "An anadromous fish that migrates between rivers and the ocean, revered for its powerful upstream spawning journeys." }, { "ItemShortName": "fish.sardine", "SkinId": 0, "Name": "Sardine", "MaxSize": 24.99, "MinSize": 20.0, "Growth_A": 0.005, "Growth_B": 3.26, "Biome": "All", "Rarity": 1, "ProcessedItemShortName": "fish.raw", "ProcessedItemSkinId": 0, "DisplayName": null, "ProcessedItemAmount": 1, "Description": "Widely known for its role in the seafood industry and seasonal migrations." }, { "ItemShortName": "fish.smallshark", "SkinId": 0, "Name": "Small Shark", "MaxSize": 60.0, "MinSize": 30.0, "Growth_A": 0.012, "Growth_B": 3.13, "Biome": "All", "Rarity": 1, "ProcessedItemShortName": "fish.raw", "ProcessedItemSkinId": 0, "DisplayName": null, "ProcessedItemAmount": 1, "Description": "A small-bodied shark species typically found in coastal or deep waters, known for their slender shape, bottom-dwelling habits, and relatively harmless nature." }, { "ItemShortName": "fish.troutsmall", "SkinId": 0, "Name": "Small Trout", "MaxSize": 40.0, "MinSize": 20.0, "Growth_A": 0.0053, "Growth_B": 3.26, "Biome": "All", "Rarity": 1, "ProcessedItemShortName": "fish.raw", "ProcessedItemSkinId": 0, "DisplayName": null, "ProcessedItemAmount": 1, "Description": "A popular freshwater fish native to North America, with some individuals developing into ocean-going steelhead trout." }, { "ItemShortName": "fish.yellowperch", "SkinId": 0, "Name": "Yellow Perch", "MaxSize": 50.0, "MinSize": 25.0, "Growth_A": 0.0135, "Growth_B": 2.97, "Biome": "All", "Rarity": 1, "ProcessedItemShortName": "fish.raw", "ProcessedItemSkinId": 0, "DisplayName": null, "ProcessedItemAmount": 1, "Description": "A widely distributed North American freshwater species, easily identified by its golden body and vertical black bars." } ] } -
Auto Branch
By LeroyJenkins420 in Plugins
Auto Branch intelligently sets branch power to match whatever the branch is connected to, including upstream/downstream IOEntities. With no permissions required and a simple setup, it's plug-and-play ready for any server.
Config
"Default Branch Amount": 10, "IOEntity BlackList (prevents from being powered)": [ "example1", "example2", "For ShortNames Go to:", "https://docs.carbonmod.gg/references/items/", "https://www.corrosionhour.com/rust-item-list/", "autoturret" ]
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Mixing Quick Craft
MixingQuickCraft enhances the usability of the Mixing Table and Cooking Workbench in Rust by adding intuitive and customizable Quick Craft buttons with item icons. Players can instantly craft complex recipes with a single click — provided they have the items and required blueprints.
✅ Features
🧪 Custom UI Buttons added directly to Mixing Tables and Cooking Workbenches.
🛠️ Auto-Fill System calculates the maximum amount of a recipe that can be crafted based on inventory resources.
📦 Returns items to the player’s inventory if crafting is canceled or insufficient.
🔐 Blueprint Verification.
📁 Supports crafting for teas, foods, fuel, explosives, and ammo.
🧱 Compatible with StackSizeController for dynamic stack size calculation.
🔄 Fully configurable via config.json.
🔐 Permissions
mixingquickcraft.use – Grants access to the Quick Craft UI when interacting with a Mixing Table or Cooking Workbench.
(Optional — can be disabled in config.)
⚙️ Configuration
{ "Plugin Icon SteamID": "0", "RequiredPermission": true, "Adverts": true, "MixingTableSlots": { "Button1": { "Item": "lowgradefuel" }, "Button2": { "Item": "gunpowder" }, "Button3": { "Item": "explosives" }, "Button4": { "Item": "ammo.pistol" }, "Button5": { "Item": "ammo.rifle" }, "Button6": { "Item": "oretea.pure" } }, "CookingWorkbenchSlots": { "Button1": { "Item": "bread.loaf" }, "Button2": { "Item": "pie.bear" }, "Button3": { "Item": "pie.pork" }, "Button4": { "Item": "pie.pumpkin" }, "Button5": { "Item": "pie.apple" }, "Button6": { "Item": "gunpowder" } }, "Version": { "Major": 1, "Minor": 0, "Patch": 4 } }
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Radar Duga (Chernobyl 2)
Radar Duga Chernobyl 2
This is radar Duga monument include Duga radar where you can climb on it for loot and some buildings. One office building and one building with green puzzle.
Features :
Normal crate spawners Normal 2 crate spawner DM1 Tier loot Blue card desk spawner Barrels, food crates NPC scientists- #chernobyl
- #radar
- (and 10 more)
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Hitman's Hideout
After the opening countdown, players will face five rounds of randomized target reveals. Each round gives you only a few seconds to land your shots before the doors slam shut again. Down 50 targets before the last round ends, and you’ll unlock a stash of loot and access to the Hitman's office. Miss too many, and you’ll walk away empty-handed and missing plenty of bullets.
This prefab is fully contained, balanced for competitive play, and built to encourage repeat attempts from players. It was originally built in game around 5 years ago, I have dusted off the old copy paste file and rebuilt a lot of the broken stuff that didn't transfer over too well, so the electric system is pretty messy (but working!)
Any customers can feel free to message for a link to the Rustrician build if they would like to mess around with some deeper settings than the configurable difficulty setting (more below).
Game Stats
- Total runtime: ~1 minute 28 seconds (8 second intro countdown + 5 rounds)
- Rounds: 5 (each round = 6s active + 10s reset)
- Total active time: 30 seconds (doors open)
- Ammo per target: 2 bullets (5.56, AK example)
- Ammo required: 100 minimum
- Magazines required: 4 (30 rounds each, AK)
- Accuracy needed: ~83% (20 missed shots allowed)
- Reload window: 10s between rounds
Difficulty Scaling Options
By changing the target output on the main score counter inside, you can configure the game for different difficulties. The following stats are assuming enough doors open each round to get the required targets.
Easy Mode
Targets required: 35–40
Per window: 7–8
Per second: 1.2–1.3
Bullets required: 70–80 (3 mags enough, 30–50% spare ammo)
Miss buffer: ~40–50 shots
Feels accessible, forgiving for players with worse aim or panic spraying.
Normal Mode (default)
Targets required: 50
Per window: 10
Per second: 1.67
Bullets required: 100 (needs 4 mags, tight margin)
Miss buffer: 20 shots
Balanced challenge, requires solid AK control.
Hard Mode
Targets required: 60
Per window: 12
Per second: 2.0
Bullets required: 120 (exactly 4 mags, zero margin for misses)
Miss buffer: 0 shots (100% accuracy required)
Essentially a “perfect run” mode. One missed bullet means fail.
800 prefabs - 449 IO Links
